How much do you prepare for a homebrew?

How much do you prepare for a homebrew?

  • not at all

    Votes: 0 0.0%
  • very little - just the basics

    Votes: 13 10.6%
  • somewhere in the middle

    Votes: 37 30.1%
  • good amount of effort

    Votes: 61 49.6%
  • overprepare - I have every person alive or dead fully detailed

    Votes: 12 9.8%

AlphaOmega

First Post
I'm wondering how much DMs pre-plan their homebrew campaigns. Specifically, before the campaign begins the first session. I remember reading the Dungeoncraft articles that basically said only prepare what you need. However, I'm curious to hear what others did and how it worked out looking back.

I'm sure a similar poll has been posted before but if you would be so kind to indulge me :)
 

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The minimum I do is:

Map of the area

Map of the nearest bit of civilization

Name and Detail five important people (generally this will be (1) the local head of whatever; mayor, lord, etc (2) the best divine caster (3) the best arcane caster (4) the first potential plot hook and (5) a person that can join the party if needed.

Have a small pool of names to draw from for people they ask about (I need a better sword; I ask who the best smith is who'll deal with elves. | Ah, that would be Old Tolden, his smithy is that way)

A pantheon list, at least of the major gods, plus a note of major symbols, colors, a saying or two for the ones that most people in the party follow.

A calendar. At least one named holiday. I also decide some details about the moon(s).

I tend to run a lot of city-based stuff so...

By the second session I'll generally have a rough idea of the social structure of the city. I need to know who is is power, who hates those in power, what they plan to do about it, etc. I'll also know who the city lords report to.

I'll try to have three or four named people for the typical pool of people the adventurers will deal with early on: innkeepers, weaponsmiths, armorers, arcanists, alchemists, and entertainers. I'll try to have a couple notes about at least three inns or taverns.
 

Typically for a homebrew I try to create as much from scratch as possible. Once you have the general stuff down eg. cosmology, social structure, major players etc.. than you can actually start a game. Typically I try to have one major plot in mind to get them going with everything I will need for 2-3 adventures which gives me time to flesch out the other things as I go along.
 



G'day

Quite apart from any preparations for my own reference, I almost always prepare 9,000-20,000 words of briefing material for the players, and a map. My usual fantasy setting now has 100,000 words of background material and a dozen maps available as player reference material.

Since I don't consider that overpreparation, and since I detail only few NPCs, I guess I have to report that as "a good amount of preparation", whereas in fact I consider it an excellent amount of preparation.

The secret is to put a lot of work into generalities and to make up specifics only as required.

Regards,


Agback
 

Bendris Noulg said:
Heh... Judging from the results thus far, most homebrewers put in more effort on their creation than quite a few publishers...

Nice.:)
Hey now! I put in effort! So does Joe and the rest of the developers! :) Now if you're talking about FR or some WotC world that isn't Eberron, well that's okay.
 

Another tack might be to ask if folks start small and work out (i.e. detail one geographic area and use that as a springboard for the world) or start big and work in (i.e. start with with the cosmology and use that to determine everything else). Or does anyone start in the middle? :p
 

CaptainCalico said:
Another tack might be to ask if folks start small and work out (i.e. detail one geographic area and use that as a springboard for the world) or start big and work in (i.e. start with with the cosmology and use that to determine everything else). Or does anyone start in the middle? :p

I start in the middle

in other words I'll detail the Cosmology and 'World', develop a general Timeline of the universe (ie Mythology and Legend), set up ideas of the uber plot (that the PCs may never become aware of but which is happening on a world scale -like the return of the Dark Lord from his 10000 year imposnment in the Abyss)

Then I'll select a single nation and give it a culture - then a single village/town/city and detail out the NPCs and plot hooks into which the PCs will be dropped.

That way I have a single detailed microcosm and a vague idea of the macrocosm and the game fills the gap in between...
 

CaptainCalico said:
Another tack might be to ask if folks start small and work out (i.e. detail one geographic area and use that as a springboard for the world) or start big and work in (i.e. start with with the cosmology and use that to determine everything else). Or does anyone start in the middle? :p

I often start in the middle: with basic ideas for a culture, society, or nation. Then I work alternatingly inwards towards the particulars of that society and outward towards its geographical and natural context.

For example, my most successful setting design started with the idea of a king who would set up his daughter to be kidnapped by pirates so that his favourite could rescue her. That and the fact that all the players were getting sick of another GM's cold continental setting, and that I was experimenting with defying fantasy conventions led inwards to the particulars of daily life and outwards to the size and shape of the world. Given, of course, further creative input.

Regards,


Agback
 

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