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<blockquote data-quote="lordbasl" data-source="post: 2333042" data-attributes="member: 10559"><p>Why not start small with a homebrew where you steal the best from FR, DL, Eberron, Grayhawk, KoK, real-world history, middle-earth, Glorantha, Empire of the Petal Throne, Traveller and Arduin? You need start with a village in a remote area, with a wilderness or other frontier nearby. </p><p></p><p>That's how my current game started: village, frontier, hostile empire nearby and people restive for freedom. Stir, add a child of destiny, assorted PCs and a necromancer, add salt.</p><p></p><p>In almost thirty years of GMing everything from Toon to Traveller, I have avoided default published settings with a signle exception that I regretted for almost a decade: the never-to-be-insufficienty-damned World of Insufficient Light. Without having read every splatbook, novel or margainal note WW published about the WoIL, I had to deal with cheese-players chanting "It's OFFICIAL! I CAN run a were-crocodile / Malkavian abomination with True Magic!" </p><p></p><p>Now, I *refuse* to run a game in a setting where the players know more than I do. </p><p></p><p><Gratituous advice=ON></p><p>Sure, creating your own homebrew is more work, but if DMing is really for you, it'll be a labor of love. Take it easy, do not try to create the entire world all at once. The pieces will come together as you start creating. And, once you do, the result will be all yours.</p><p></p><p>Finally, the nice thing about world building: you can do it alone. When I am unable to get together with my players (geography and the demands of a balanced life can do this) I can still spend enjoyable time building my world. If you build it and share, they will come, and play, and ask for more!</p><p></p><p><Gratituous advice=OFF></p></blockquote><p></p>
[QUOTE="lordbasl, post: 2333042, member: 10559"] Why not start small with a homebrew where you steal the best from FR, DL, Eberron, Grayhawk, KoK, real-world history, middle-earth, Glorantha, Empire of the Petal Throne, Traveller and Arduin? You need start with a village in a remote area, with a wilderness or other frontier nearby. That's how my current game started: village, frontier, hostile empire nearby and people restive for freedom. Stir, add a child of destiny, assorted PCs and a necromancer, add salt. In almost thirty years of GMing everything from Toon to Traveller, I have avoided default published settings with a signle exception that I regretted for almost a decade: the never-to-be-insufficienty-damned World of Insufficient Light. Without having read every splatbook, novel or margainal note WW published about the WoIL, I had to deal with cheese-players chanting "It's OFFICIAL! I CAN run a were-crocodile / Malkavian abomination with True Magic!" Now, I *refuse* to run a game in a setting where the players know more than I do. <Gratituous advice=ON> Sure, creating your own homebrew is more work, but if DMing is really for you, it'll be a labor of love. Take it easy, do not try to create the entire world all at once. The pieces will come together as you start creating. And, once you do, the result will be all yours. Finally, the nice thing about world building: you can do it alone. When I am unable to get together with my players (geography and the demands of a balanced life can do this) I can still spend enjoyable time building my world. If you build it and share, they will come, and play, and ask for more! <Gratituous advice=OFF> [/QUOTE]
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