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<blockquote data-quote="Parlan" data-source="post: 4439351" data-attributes="member: 16808"><p>There's been a lot of "good homebrews are best, bad homebrews are worst" kinda comments. To expound a little bit on that concept a little bit, let's discuss what we don't want to see in a homebrew.</p><p></p><p>Personally, if I'm playing D&D, I basically want a D&D-type world (admittedly, a very fuzzy concept). I hate annoying changes, and excessive changes. </p><p></p><p>Annoying changes are things that mess with D&D tropes for no apparent reason. Difference for the sake of being different. E.g., "all halflings have bright purple skin and hair." Why?! Does that really *add* something to the setting? Halflings are the same mechanically, so I suppose I should get over it, but I just can't. I keep wondering why the heck that change had to be made. Because imagining little purple pecks running around only makes me hate halflings more, something I didn't think possible. <j/k></p><p></p><p>Excessive changes are when the DM wants to make his homebrew "special" so he makes sure that it conforms to *no* stereotypes. This makes it impossible for me to wrap my head around the world and get "into" the homebrew. If all paladins are Chaotic Evil, the world is all a polar icecap so everyone lives in igloos, people are enslaved by sentient seals, and there are no gods...</p><p></p><p>...that's an awful lot to digest.</p><p></p><p>My suggestion boils down to this:</p><p></p><p>1. make your homebrew your own, but don't make changes for no reason</p><p>2. don't feel like you have to change *all* aspects of a world to make it your own. Stereotypes are good b/c they give people a framework for understanding the the world.</p></blockquote><p></p>
[QUOTE="Parlan, post: 4439351, member: 16808"] There's been a lot of "good homebrews are best, bad homebrews are worst" kinda comments. To expound a little bit on that concept a little bit, let's discuss what we don't want to see in a homebrew. Personally, if I'm playing D&D, I basically want a D&D-type world (admittedly, a very fuzzy concept). I hate annoying changes, and excessive changes. Annoying changes are things that mess with D&D tropes for no apparent reason. Difference for the sake of being different. E.g., "all halflings have bright purple skin and hair." Why?! Does that really *add* something to the setting? Halflings are the same mechanically, so I suppose I should get over it, but I just can't. I keep wondering why the heck that change had to be made. Because imagining little purple pecks running around only makes me hate halflings more, something I didn't think possible. <j/k> Excessive changes are when the DM wants to make his homebrew "special" so he makes sure that it conforms to *no* stereotypes. This makes it impossible for me to wrap my head around the world and get "into" the homebrew. If all paladins are Chaotic Evil, the world is all a polar icecap so everyone lives in igloos, people are enslaved by sentient seals, and there are no gods... ...that's an awful lot to digest. My suggestion boils down to this: 1. make your homebrew your own, but don't make changes for no reason 2. don't feel like you have to change *all* aspects of a world to make it your own. Stereotypes are good b/c they give people a framework for understanding the the world. [/QUOTE]
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