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How much Homebrew to Brew?
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<blockquote data-quote="RFisher" data-source="post: 1768556" data-attributes="member: 3608"><p>I put as much work as time permits into preparing a campaign. The vast majority of which doesn't directly impact the info I initially give to the players.</p><p></p><p>Robert's guidelines for creating player guides to your homebrew world:</p><ol> <li data-xf-list-type="ol">Go through the chargen process &, as you do, note anything your players need to know to create PCs. How are ability scores generated? What races & classes are available/banned? What languages are available? &c.</li> <li data-xf-list-type="ol">Write: "What your character knows:" & then write out the information any PC would know. Just keep going until you get tired. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> <li data-xf-list-type="ol">Write a one paragraph summary of "what your character knows". Assume that this is all the players will read. Find the most important stuff & put it here.</li> <li data-xf-list-type="ol">Write a one sentance summary of the last paragraph. Assume this is the only thing the players will read. What's the single most important idea about your campaign to get across?</li> <li data-xf-list-type="ol">Put 4, 3, & 1 into a handout for the players. Put 2 in a handout that's available to the players.</li> </ol><p>I really like the "10 things to know about Ebberron" thing. I'm trying that in place of 3.</p><p></p><p>Step 2 isn't really so black & white. Probably more often I kind of skip it. I'll usually end up with some mini-guides that go into depth about specific things that players can read if/when they're interested. e.g. Religion usually gets such a thing.</p><p></p><p>As a player...I guess I like whatever I get. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="RFisher, post: 1768556, member: 3608"] I put as much work as time permits into preparing a campaign. The vast majority of which doesn't directly impact the info I initially give to the players. Robert's guidelines for creating player guides to your homebrew world: [list=1] [*]Go through the chargen process &, as you do, note anything your players need to know to create PCs. How are ability scores generated? What races & classes are available/banned? What languages are available? &c. [*]Write: "What your character knows:" & then write out the information any PC would know. Just keep going until you get tired. :) [*]Write a one paragraph summary of "what your character knows". Assume that this is all the players will read. Find the most important stuff & put it here. [*]Write a one sentance summary of the last paragraph. Assume this is the only thing the players will read. What's the single most important idea about your campaign to get across? [*]Put 4, 3, & 1 into a handout for the players. Put 2 in a handout that's available to the players. [/list] I really like the "10 things to know about Ebberron" thing. I'm trying that in place of 3. Step 2 isn't really so black & white. Probably more often I kind of skip it. I'll usually end up with some mini-guides that go into depth about specific things that players can read if/when they're interested. e.g. Religion usually gets such a thing. As a player...I guess I like whatever I get. :) [/QUOTE]
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