MonsterMash
First Post
I homebrew and I use published settings and materials - I've no objection to using other peoples ideas and work or my own, neither is always better or worse.
DonTadow said:I run a Final Fantasy type game in an Egyptian Setting. I have never opened up a Dungeon or Dragon magazine and found an egyptian adventure or Final Fantasy adventure, But I"ve managed to use a half dozen adventures from them in my campaigns within the year.
I can't see the logic in saying it takes longer to build a house than the renovate a house. With a published adventure, you already got the structure, descriptions, npcs and text. I have a pretty simple and easy method. I read it, note all the npcs and if i can replace them with current game npcs (check). Look at the setting and see where it would be in the world (check). Look at the final treasure and usually replace it with some in game artifact (check). Replace any monsters I don't like or find inappropriate (check). And Im done voila instant input of a premade adventure.
See, that's just silly. What's the difference between a homebrew and an "official" setting anyway? FR and Eberron are just homebrews that went to the big city and got their name's in lights.JesterPoet said:I've never played in a homebrew that was anywhere near as good as its creator thought it was.
And I've played in quite a few homebrews. Some that took years to develop.
I guess we've just had opposite experiences. With the exception of Glorantha, I cannot recall ever playing in a published setting that was better than a homebrew.JesterPoet said:I've never played in a homebrew that was anywhere near as good as its creator thought it was.
And I've played in quite a few homebrews. Some that took years to develop.
Not critiquing but maybe you're not doing a good job of merging it. I play with seasoned vets as well and if I do it well they can't see it and it still doesn't take as much time. There are good writers and good editors and you have to be a good editor to take a published work and make it your own.Hjorimir said:Well, you've never played in my campaign. Our group of players can spot a published adventure a mile away...even if the DM doesn't bring it to the table. We can tell when something just seems out of context. Myself, I run a world where all the PCs are human (because that's the only choice I give them), magic items have very different rules on what can and cannot be created, a very distinct list of monsters broken down by geographical region, guides to the given architecture available broken down by geographical region, a monotheistic faith (which leaves little room for a lot of plots that are published), etc. The list goes on.
Really, it is easier for me to create an adventure (which doesn't take long; maybe one hour prep for three to four hours gameplay) than to try and adapt one. Heck, it takes longer to read the adventure than it takes for me to create one. I've already spent my hours (and hour and hours) in the creation of the campaign setting. Now that the logic is there, the rest falls into place quite easily.
I guess I'm different that way.
Henry said:I am a rules snob; I have no use for prepublished rules and I don't understand those who do. The idea of using game rules and dice that some designer has made makes me itch uncontrollably. Role Playing Games are the pre-published path to creative ruin! Why on earth would I want to play someone else's GAME RULES! I don't know where those have been!
Hear my cry, hobbyists!! Throw off your D&D/Modern/GURPS/White Wolf/HERO shackles! Forsake OD&D (1974 edition)! Stand up as one and show the love for a good old fashioned afternoon of Cops & Robbers! Stand up with pride as you argue about who killed whom!![]()