Chronosome
Explorer
Hey, all. 
I've got a question for all you homebrew DMs out there (<i>*raises fist in "homebrew homie" salute*</i>). In particular, those of you who've tweaked certain standard D&D concepts for your game (things like which races or classes exist, how they function, and how magic is learned).
How did you present your wacky campaign idea to players? How did you sell them on things like "well, on Varbaxia, elves are psychotic barbarians who live on clouds, gnomes <i>are</i> kobolds, and magic is a form of currency!"?
Did you print something like a "Varbaxian Player's Guide" with every tweak you've done? Have your players accepted your campaign with open arms or grumbles and grunts?
The D&D game is infinitely customizable--that's one of the reasons I love it so much. Change a favored class here, extinctify a race there, and you've got the beginnings of something really unique. I know some of you out there agree...help me out, homies!

I've got a question for all you homebrew DMs out there (<i>*raises fist in "homebrew homie" salute*</i>). In particular, those of you who've tweaked certain standard D&D concepts for your game (things like which races or classes exist, how they function, and how magic is learned).
How did you present your wacky campaign idea to players? How did you sell them on things like "well, on Varbaxia, elves are psychotic barbarians who live on clouds, gnomes <i>are</i> kobolds, and magic is a form of currency!"?
Did you print something like a "Varbaxian Player's Guide" with every tweak you've done? Have your players accepted your campaign with open arms or grumbles and grunts?
The D&D game is infinitely customizable--that's one of the reasons I love it so much. Change a favored class here, extinctify a race there, and you've got the beginnings of something really unique. I know some of you out there agree...help me out, homies!

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