Never homebrewed!

EricNoah

Adventurer
As a DM, I have never created any substantial homebrew setting. Sure, I've put together the bare skeletons of worlds -- you have to do that now and then when you run Planescape. If PCs wind up on some alternate Prime Material world, you have to have something. But I've never really mapped out and run a campaign that was set in a setting of my own design.

I started contemplating doing this very thing, and have discovered that it's hard work. I'm starting with some core rules changes surrounding the issue of clerical healing and resurrection, and am finding that these changes start to cascace down in a big way. It's fun, but if I don't "make myself do it" I find that I don't work on the setting for weeks at a stretch.

Anyone else here play D&D for years and years but never created a homebrewed setting?

If you do homebrew, what gets you motivated?
 

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EricNoah said:
Anyone else here play D&D for years and years but never created a homebrewed setting?
that would be me :D

with one particular gaming group, i just got so tired of being handed a new worldbook for each new game (they loved creating new homebrews), i figured i wouldn't put myself through the trouble of writing up all of that information (and having no one really read it)
 

I define my homebrew by writting fiction in the setting.

I make a map with all the places then I start writting fiction with characters in that world. Though this fiction I define my POIs, rules changes, etc, etc

It is slow but it allows me to begin play more quickly. See my fictional group of adventurers only need to stay a couple steps ahead of my PCs in order for the PCs to never realize that the entire world is not designed.

Right now I am implementing this ideaology on a grander scale then every before. My entire gaming group is building a world this way that we will eventually play in.
 

THe thing that kept me driven and has stopped me from working on it is the campaign. I did a lot of work on it when I was running a game in it, but now that I'm not it sits in folders and in files upon the HD
 

It can be hard work, and I can only recommend it to those who really enjoy it. For me, I couldn't run anything but a homebrew (with the possible exceptions of Dark*Matter, Planescape or Iron Kingdoms) because I'm jus tnit-picky about my campaigns and what happens and what shows up and how things work. :)
 
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I did a homebrew before in 2nd. A little in 3rd...but really it was the Scarred Lands before the SLCS came out. So really I've only done those three times. Otherwise, I'm born and raised a Scarred Lands fan. :) Course I like what everyone else puts out.

*puts up the sign "BUY Enigma of the Arcanexus! In stores now!"

"Buy Bluffside and Sands of Pain! In stores now!"

There now I get my pay. ;)
 

I have a homebrew world that is over 20 years old now, preceding even my involvement in D&D. Its origins were (strangely enough) back in the days when I was (as the southern term goes) a "young-un", playing with action figures. (NOT "DOLLS" - ACTION FIGURES. :))

When I started DM'ing my own actual campaigns, instead of strings of modules, back in the late 1980's, I decided to use my own campaign world, whose beginnings were on a piece of white posterboard from 20 years ago. Over the years, I have gamed in that world, adding things as different groups have played in it, until it has its own richness formed from the play of multiple groups. Whenever I can, I add to that world, instead of creating new ones from whole cloth.

Now, I know that world from having played in it, as surely as I know any pre-fab world created by TSR or Wizards. I know the movers and shakers, the main geographic points of interest, the alcoholic beverages available unique to the world, and the price of slaves at the auction block of one of the major sea power cities.

What keeps me motivated, is none other than the force of the creation itself, for my own personal enjoyment. If I'm feeling blue, or if I have a stretch of leisure time with NOTHING to do, I'll pull out my notes (or my PDF sourcebook I created of it), and I'll see if there's anything I can add to it, or some little detail I never fleshed out that needs it. Or, I'll fire up Campaign Cartographer, and I'll detail one of its major cities some more, or develop a forest, or some such.

However, for the setting search last year, I didn't submit it, because it was too similar to an amalgam of Faerun and Oerth. I cribbed numerous ideas from each one, and they are not sufficiently different to merit professional care.

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I have recently developed a new appreciation for pre-fabricated campaign worlds, and since we've played other games lately I've put attention on them - but my Homebrew campaign will always e there, collecting notes like a ball of snow rolling downhill, and becoming a little more lived in as new groups get to use it.
 


EricNoah said:
Anyone else here play D&D for years and years but never created a homebrewed setting?

That would be me as well. I just don't have the time to create a world that would meet my (overly anal) detail requirements. I find it much easier to cross out a few lines I don't like or pencil in some changes in the published campaign books of a setting that really appeals to me (not hard to find, considering all the settings that are available, whether it was during the TSR years or now with d20).

[So I chose FR more than 11 years ago, and never looked back.]
 

I have never played in a longterm homebrew and I had delved into it in the past, but found out I do not have the time for it, or more accurately the organizational skills to properly address it.

If you do not find a way to keep yourself focused on your task and not get distracted into the thousands of other facets and small details of your world, you could pull it off.

As your example states, by changing a few spells around, you not only shape your world, but have to reshape the rules. It never seems to end.
 

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