Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How to do a homebrew?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="nopantsyet" data-source="post: 1281406" data-attributes="member: 3109"><p>My personal and bound to incite flames opinion is that you should ignore the ones who said to reveal information gradually. Withholding information as a strategy will result in frustrated players. They will care less because they will feel like no matter how brilliant they are, they will never learn anything faster they your caprice dictates. </p><p></p><p>The point I think many people miss when they run a nonstandard homebrew is that you have to provide a working system. You can't just arbitrarily change things and then force-feed that to the players. Again--the road to frustration. </p><p></p><p>I'm running a homebrew with a very convoluted government. It's a cross between a parliamentary republic and a socialist protectorate based on aspects of several renaissance governments as well as enlightenment political philosophy. As pointed out by many people, I could provide a ten-page handout explaining the government that, if it was read in entirety, would likely be forgetten in equal entirety. Or I could reveal it gradually, as recommended by others. And bit by bit, over months of play, the players would finally come to understand what the government is and how it works. But they would not remember everything, most likely forgetting the important things and only remembering the peculiar things.</p><p></p><p>Instead, you have to present information in a manner that justifies its significance and has in-game meaning to the players. In this case, the players decided they wanted to find out about ships expected in port. So they were advised to inquire at the Ministerial, the main government building. Once there, they were compelled to wade through a maze of bureaucracy which gave them a glimpse into how things actually work within the government, how it views its citizens and interests, etc. In fifteen minutes of roleplaying, they understood more about the government than they would have gotten from any other means. But more importantly, they had a reason to care. They learned that there are vast resources within the government, however it is not an efficient organization, and its interests are not necessarily aligned with yours. </p><p></p><p>An added benefit was that they got more of a sense of the feel of the homebrew world than any amount of flavor text could ever provide.</p><p></p><p>What I'm driving at is what many people seem to be missing. Context. For any information to be learned, there has to be a reason to learn it, a reason for it to be available, and a price to be paid for the learning. If you are missing any of those things, you're just dangling a carrot in front of your players and calling them mule. But if there is sense to your system, if there are explanations for the existence and availability of information, if there is meaning behind the information itself, your players will learn more, and more importantly, they will value and retain what they've learned.</p><p></p><p>Plus, learning by experience allows them to make their own value judgements of the world, which will get them involved and, in many cases, interested in changing or participating in it.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1281406, member: 3109"] My personal and bound to incite flames opinion is that you should ignore the ones who said to reveal information gradually. Withholding information as a strategy will result in frustrated players. They will care less because they will feel like no matter how brilliant they are, they will never learn anything faster they your caprice dictates. The point I think many people miss when they run a nonstandard homebrew is that you have to provide a working system. You can't just arbitrarily change things and then force-feed that to the players. Again--the road to frustration. I'm running a homebrew with a very convoluted government. It's a cross between a parliamentary republic and a socialist protectorate based on aspects of several renaissance governments as well as enlightenment political philosophy. As pointed out by many people, I could provide a ten-page handout explaining the government that, if it was read in entirety, would likely be forgetten in equal entirety. Or I could reveal it gradually, as recommended by others. And bit by bit, over months of play, the players would finally come to understand what the government is and how it works. But they would not remember everything, most likely forgetting the important things and only remembering the peculiar things. Instead, you have to present information in a manner that justifies its significance and has in-game meaning to the players. In this case, the players decided they wanted to find out about ships expected in port. So they were advised to inquire at the Ministerial, the main government building. Once there, they were compelled to wade through a maze of bureaucracy which gave them a glimpse into how things actually work within the government, how it views its citizens and interests, etc. In fifteen minutes of roleplaying, they understood more about the government than they would have gotten from any other means. But more importantly, they had a reason to care. They learned that there are vast resources within the government, however it is not an efficient organization, and its interests are not necessarily aligned with yours. An added benefit was that they got more of a sense of the feel of the homebrew world than any amount of flavor text could ever provide. What I'm driving at is what many people seem to be missing. Context. For any information to be learned, there has to be a reason to learn it, a reason for it to be available, and a price to be paid for the learning. If you are missing any of those things, you're just dangling a carrot in front of your players and calling them mule. But if there is sense to your system, if there are explanations for the existence and availability of information, if there is meaning behind the information itself, your players will learn more, and more importantly, they will value and retain what they've learned. Plus, learning by experience allows them to make their own value judgements of the world, which will get them involved and, in many cases, interested in changing or participating in it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to do a homebrew?
Top