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Pre-designed world Vs Starting from scratch
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<blockquote data-quote="Desdichado" data-source="post: 3224918" data-attributes="member: 2205"><p>No I'm not. Clearly you're doing it wrong, plus I also clearly started that sentence with "For me." You can't possibly have any idea what is or isn't more work "for me." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>EDIT: Less flippant and more seriously--that's a load of bunk. I don't need to flesh out very much at all to run; only enough to get me through another session or two, as I stated already. If it's not a skill that comes to you naturally, you should check out Ray Winninger's series of Dungeoncraft articles for a step by step methodology for homebrewing that requires very little development work at all. I'm not quite as stripped down as he recommends, partly because developing stuff is fun for me, so I go ahead and do more than he recommends as strictly necessary--but I very much stand by my assertion that homebrewing is <strong>considerably</strong> less work than running a published campaign. Especially a published campaign that your players could also be familiar with, and <strong><em>especially especially</em></strong> if you have the kinds of players that are going to be bothered with you getting things "wrong" about the setting.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3224918, member: 2205"] No I'm not. Clearly you're doing it wrong, plus I also clearly started that sentence with "For me." You can't possibly have any idea what is or isn't more work "for me." :p EDIT: Less flippant and more seriously--that's a load of bunk. I don't need to flesh out very much at all to run; only enough to get me through another session or two, as I stated already. If it's not a skill that comes to you naturally, you should check out Ray Winninger's series of Dungeoncraft articles for a step by step methodology for homebrewing that requires very little development work at all. I'm not quite as stripped down as he recommends, partly because developing stuff is fun for me, so I go ahead and do more than he recommends as strictly necessary--but I very much stand by my assertion that homebrewing is [b]considerably[/b] less work than running a published campaign. Especially a published campaign that your players could also be familiar with, and [b][i]especially especially[/i][/b] if you have the kinds of players that are going to be bothered with you getting things "wrong" about the setting. [/QUOTE]
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