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Homebrewing a Setting, advice?
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<blockquote data-quote="Jester David" data-source="post: 6905940" data-attributes="member: 37579"><p>The big thing to remember is that the rules for good novel/fiction writing do not apply to DMing. The players are the stars, and should always have a choice. They're not characters in a book doing what you want them to. You don't get to tell them how to think or feel, and the harder you try to push the "plot" in a certain direction the more they will likely rebel.</p><p></p><p>But other than that you're pretty free. </p><p></p><p>Okay, I love worldbuilding. So I'm not going to advice going overboard on that. Because I always go overboard on that. Just be aware and conscious of the time you're spending on worldbuilding aspects that might have zero impact on your game. </p><p></p><p>It's handy to be able to communicate the major details of the world to the players. They should know what is common knowledge in the world. But don't go too overboard. </p><p>They also need to know this before character creation. Creating a 1-5 page player's guide of the "must-know" information is handy. I recommend a physical copy.</p><p></p><p></p><p>Making new races and classes is advanced design. Races can be a little easier, and a good start. But I'd hold off on classes until you have a really good handle on the game and its balance. It's always preferable to just find some existing 3rd party races/classes and use those. Reflavour options and change the fluff/story behind options to fit the world. Keeping them as NPCs rather than player options works as well.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6905940, member: 37579"] The big thing to remember is that the rules for good novel/fiction writing do not apply to DMing. The players are the stars, and should always have a choice. They're not characters in a book doing what you want them to. You don't get to tell them how to think or feel, and the harder you try to push the "plot" in a certain direction the more they will likely rebel. But other than that you're pretty free. Okay, I love worldbuilding. So I'm not going to advice going overboard on that. Because I always go overboard on that. Just be aware and conscious of the time you're spending on worldbuilding aspects that might have zero impact on your game. It's handy to be able to communicate the major details of the world to the players. They should know what is common knowledge in the world. But don't go too overboard. They also need to know this before character creation. Creating a 1-5 page player's guide of the "must-know" information is handy. I recommend a physical copy. Making new races and classes is advanced design. Races can be a little easier, and a good start. But I'd hold off on classes until you have a really good handle on the game and its balance. It's always preferable to just find some existing 3rd party races/classes and use those. Reflavour options and change the fluff/story behind options to fit the world. Keeping them as NPCs rather than player options works as well. [/QUOTE]
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