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<blockquote data-quote="Alzrius" data-source="post: 637769" data-attributes="member: 8461"><p>I never make truly home-brewed worlds, simply because, like Eric said, its very hard to do, and I frequently end up in a "make myself work on it" mode, which I don't enjoy at all.</p><p></p><p>The closest I've ever come is to take bits and pieces of various world sourcebooks and patch them together into a single world with some personal tailoring.</p><p></p><p>The only reason I don't use a single prepublished world is because the PCs invariably depart from the "line" set out in that world. They go beyond where the map shows, kill known NPCs and help unknown ones into power, start and finish wars that rearrange political boundaries, etc. In short, they make the world dynamic and changing, and no single campaign has supplements released fast enough for that, nor tailored for my group. Hence, I use a medley of stuff. </p><p></p><p>It's just what I find works best.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 637769, member: 8461"] I never make truly home-brewed worlds, simply because, like Eric said, its very hard to do, and I frequently end up in a "make myself work on it" mode, which I don't enjoy at all. The closest I've ever come is to take bits and pieces of various world sourcebooks and patch them together into a single world with some personal tailoring. The only reason I don't use a single prepublished world is because the PCs invariably depart from the "line" set out in that world. They go beyond where the map shows, kill known NPCs and help unknown ones into power, start and finish wars that rearrange political boundaries, etc. In short, they make the world dynamic and changing, and no single campaign has supplements released fast enough for that, nor tailored for my group. Hence, I use a medley of stuff. It's just what I find works best. [/QUOTE]
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