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I am a homebrew snob
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<blockquote data-quote="fusangite" data-source="post: 2472759" data-attributes="member: 7240"><p>I've had that problem and solves it two very different ways:</p><p>(a) find players who do care</p><p>(b) world design, as a GM, should be a fulfilling act in and of itself that brings you pleasure regardless of what your intended audience thinks</p><p></p><p>I agree with those who say that published adventures help one learn to be a better DM. I bought a lot of them when I was in my teens and learned a great deal from them. I remember my published adventures I learned the most from were the Pavis and Big Rubble scenario packs for Runequest second edition because each adventure was written up in a completely different style so that one could see all the different ways of producing adventure notes depending on campaign style. I got to sample about 10. -- Dead opposite of the standardized D&D styles by period.</p><p></p><p>That said, I have never found published settings to be any use at all, again, aside from the small exception of old RQ2 cult descriptions. 60% of my joy in GMing comes from creating worlds, 40% from running them so I cannot identify at all with published setting consumers. I haven't even learned any new ideas of what to record or how to record things from these things. I just cannot see the allure at all of the published setting. If I want to steal world ideas, non-gaming fiction, myth and history always tend to go off better. I agree that statting NPCs all the time is a bit of a pain but that's about it for the inconvenience of making one's own worlds.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2472759, member: 7240"] I've had that problem and solves it two very different ways: (a) find players who do care (b) world design, as a GM, should be a fulfilling act in and of itself that brings you pleasure regardless of what your intended audience thinks I agree with those who say that published adventures help one learn to be a better DM. I bought a lot of them when I was in my teens and learned a great deal from them. I remember my published adventures I learned the most from were the Pavis and Big Rubble scenario packs for Runequest second edition because each adventure was written up in a completely different style so that one could see all the different ways of producing adventure notes depending on campaign style. I got to sample about 10. -- Dead opposite of the standardized D&D styles by period. That said, I have never found published settings to be any use at all, again, aside from the small exception of old RQ2 cult descriptions. 60% of my joy in GMing comes from creating worlds, 40% from running them so I cannot identify at all with published setting consumers. I haven't even learned any new ideas of what to record or how to record things from these things. I just cannot see the allure at all of the published setting. If I want to steal world ideas, non-gaming fiction, myth and history always tend to go off better. I agree that statting NPCs all the time is a bit of a pain but that's about it for the inconvenience of making one's own worlds. [/QUOTE]
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