jester47
First Post
sunbeam60 said:Also, the cool thing about a homebrew is that I don't need to worry about:
- Players knowing the world and knowing where everything is. There is a sense of discovery there.
- Following someone's storyline. Although this is of course of your own doing, I always feel constricted to never add or remove too much.
I like my players to know a bit about the world. It helps them to create characters that have ambitions that I can work with. Besides, I homebrew backwards. I take a published setting and change bits here and there and give it a different feel. My FR campaign has a weirdness about it that blends Moorcock, Tolkein, Howard, Lovecraft, Beagle, the age of wonders from Time Bandits, the old Dragonslair laser disk game, the original greyhawk, and a background landscapes and locales from the D&D cartoon. I don't know if it would resemble what others think of when they hear FR.
I use the idea of concurrent storylines. Yes there was the time of troubles, but few have heard of the unsung heroes that in that time, stopped Orcus himself from entering the realms! (and thats cannon!) Like all history, its not the only thing going on. Durring the (american) civil war there was all sorts of stuff going on out west you never hear about that could have had big repercussions on the eastern seaboard. The storylinepresented in the campaign material is simply the stuff going on over there that doesn'treally have an effect on what the players are doing.
Aaron.
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