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Pre-designed world Vs Starting from scratch
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<blockquote data-quote="SiderisAnon" data-source="post: 3224998" data-attributes="member: 44949"><p><strong>Players Can Make Homebrew More Work</strong></p><p></p><p>I generally homebrew. I have been talked into running an established world once or twice over the years, and I always end up with problems where the players know something about the world that I don't or THINK they know something about the world that I don't, and so confusion or other problems result. </p><p></p><p>A brief foray into a Forgotten Realms campaign run by another DM last year really showed off this problem. A number of players had read fiction books set in the Forgotten Realms which the DM had not seen. So, they thought their knowledge was canon and were acting on it, only to end up with completely different results. Plus, the DM assumed we all knew as much about the Forgotten Realms as he did, so people like me who have never read any of the RPG or fiction books ended up hopelessly lost in detailed geopolitical conversations between those who knew the world well (which really sucked when completing the adventure required detailed Forgotten Realms knowledge).</p><p></p><p></p><p></p><p></p><p>I don't believe that homebrewing itself has become more work. From my experience with the players I know, it's that the players' expectations of what a setting will provide that are making homebrew more work. Some of the players have gotten spoiled by the published settings with half a dozen RPG books and often multiple fiction books. They want to run out, buy them, and study up on the world so they know what to expect. With a homebrew, you shouldn't need to detail what's over the horizon until you need it, but if the players start feeling the world is not detailed if they can't look up the political situation in a far off country every time they feel like it, it can cause problems.</p><p></p><p></p><p>And before anyone makes the comment: I brought up the whole concept that their characters would have no information. The problem was players who have a need to know everything there is to know, every book, every web enhancement, everything. For them, the fun was in knowing far more than their characters could. (Which included reading every Wheel of Time fiction book when another DM started at Wheel of Time campaign.) I like mystery in the game and I love having the unknown. I think that enhances the world. So, we play in different groups now and that works.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3224998, member: 44949"] [b]Players Can Make Homebrew More Work[/b] I generally homebrew. I have been talked into running an established world once or twice over the years, and I always end up with problems where the players know something about the world that I don't or THINK they know something about the world that I don't, and so confusion or other problems result. A brief foray into a Forgotten Realms campaign run by another DM last year really showed off this problem. A number of players had read fiction books set in the Forgotten Realms which the DM had not seen. So, they thought their knowledge was canon and were acting on it, only to end up with completely different results. Plus, the DM assumed we all knew as much about the Forgotten Realms as he did, so people like me who have never read any of the RPG or fiction books ended up hopelessly lost in detailed geopolitical conversations between those who knew the world well (which really sucked when completing the adventure required detailed Forgotten Realms knowledge). I don't believe that homebrewing itself has become more work. From my experience with the players I know, it's that the players' expectations of what a setting will provide that are making homebrew more work. Some of the players have gotten spoiled by the published settings with half a dozen RPG books and often multiple fiction books. They want to run out, buy them, and study up on the world so they know what to expect. With a homebrew, you shouldn't need to detail what's over the horizon until you need it, but if the players start feeling the world is not detailed if they can't look up the political situation in a far off country every time they feel like it, it can cause problems. And before anyone makes the comment: I brought up the whole concept that their characters would have no information. The problem was players who have a need to know everything there is to know, every book, every web enhancement, everything. For them, the fun was in knowing far more than their characters could. (Which included reading every Wheel of Time fiction book when another DM started at Wheel of Time campaign.) I like mystery in the game and I love having the unknown. I think that enhances the world. So, we play in different groups now and that works. [/QUOTE]
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