Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Strategies for flexible homebrews?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dykstrav" data-source="post: 3308879" data-attributes="member: 40522"><p>I've built two homebrews now and helped other DM's work on their own. Here's basically where you start...</p><p></p><p><strong>1) Figure out what you like about the game, but also, what you don't like.</strong> At first, don't worry about being derivative or whether or not it makes sense, just start grabbing what you like. You're just brainstorming at this point. You can sketch out a continent, or a few overarching storylines (such as elemental wizards making forays into deserts to take slaves and a resurgence in an ancient cult of demon-worshippers). You'll probablky want to consider a few of the most powerful NPCs in the setting that your characters may encounter or at least hear of. This is a great opportunity- you get to make all those characters that you've daydreamed about but never got a chance to play. Again, don't get bogged down in details. At first, it's fine to know that the king is a 8th-level aristocrat and play from there.</p><p><strong>2) Start designing adventures.</strong> This is important! A campaign setting is essentially about playing the game in them. Once you start designing the actual adventures, all those disparate elements you brainstormed will start to come together. The setting will sort of organically build itself once you start answering the questions ("Why are there dinosaurs and elves on this pirate island?" "Why is the sheriff willing to accept bribes?" "Why do the gnolls spare caravans traveling through the mountain pass but attack other travelers?")</p><p><strong>3) After you've gotten a few adventures, start playing.</strong> Don't worry too much if you haven't answered alot of questions at first. Your players can help you fill in the gaps. The cleric, for example, can design his deity and do some of the work for you. Alot of players love the chance to add to a world when you ask and give them the chance.</p><p></p><p>After this basic process, you'll have a pretty good idea of what sort of world you're playing in. You start in relatively broad strokes and fill in the details as your game goes in new directions.</p><p></p><p>If you can get it, I'd recommend you check out the <em>World Builder's Guidebook</em>. It's a resource for 2E but there aren't any rules-specific elements, it can work just as easily for 3.5. It's got loads of good material for developing a D&D world.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3308879, member: 40522"] I've built two homebrews now and helped other DM's work on their own. Here's basically where you start... [B]1) Figure out what you like about the game, but also, what you don't like.[/B] At first, don't worry about being derivative or whether or not it makes sense, just start grabbing what you like. You're just brainstorming at this point. You can sketch out a continent, or a few overarching storylines (such as elemental wizards making forays into deserts to take slaves and a resurgence in an ancient cult of demon-worshippers). You'll probablky want to consider a few of the most powerful NPCs in the setting that your characters may encounter or at least hear of. This is a great opportunity- you get to make all those characters that you've daydreamed about but never got a chance to play. Again, don't get bogged down in details. At first, it's fine to know that the king is a 8th-level aristocrat and play from there. [B]2) Start designing adventures.[/B] This is important! A campaign setting is essentially about playing the game in them. Once you start designing the actual adventures, all those disparate elements you brainstormed will start to come together. The setting will sort of organically build itself once you start answering the questions ("Why are there dinosaurs and elves on this pirate island?" "Why is the sheriff willing to accept bribes?" "Why do the gnolls spare caravans traveling through the mountain pass but attack other travelers?") [B]3) After you've gotten a few adventures, start playing.[/B] Don't worry too much if you haven't answered alot of questions at first. Your players can help you fill in the gaps. The cleric, for example, can design his deity and do some of the work for you. Alot of players love the chance to add to a world when you ask and give them the chance. After this basic process, you'll have a pretty good idea of what sort of world you're playing in. You start in relatively broad strokes and fill in the details as your game goes in new directions. If you can get it, I'd recommend you check out the [I]World Builder's Guidebook[/I]. It's a resource for 2E but there aren't any rules-specific elements, it can work just as easily for 3.5. It's got loads of good material for developing a D&D world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Strategies for flexible homebrews?
Top