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*Dungeons & Dragons
The totally homebrew campaign
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<blockquote data-quote="Dogbrain" data-source="post: 1357162" data-attributes="member: 14980"><p>A "totally" homebrew campaign, wherein one designs core classes, pretty much everything <em>de novo</em> from the SRD.</p><p></p><p></p><p>Pro: It's all your world.</p><p>Con: It's all your work.</p><p></p><p>Pro: Far lower chance of players citing some "official" source or another that, if accepted, can mess things up, and if rejected is at least irksome to have to reject then and there.</p><p>Con: Far lower chance of players having enough of a clue at the start to do anything.</p><p></p><p>Pro: You can break out of all the gaming cliches you don't like.</p><p>Con: You and your players don't have all those cliches to stand upon.</p><p></p><p>Pro: You can have a rich and quirky setting full of fascinating things.</p><p>Con: You can thoroughly disorient the players--and you're probably far less brilliant than you thought you were at 3:00am when you designed some of those quirks.</p><p></p><p>Pro: You might have a better chance of dismissing those spurious pseudo-historical arguments that some players make.</p><p>Con: Your players (and you) could get totally lost with insufficient pseudo-historical referents. (No, not a speling erer, I mean "referents".)</p><p></p><p>Pro: You can present a truly unique world, rich in depth and background.</p><p>Con: It's probably not really that unique, and your players get catatonic at the amount of alien information to ingest.</p><p></p><p>Any more?</p></blockquote><p></p>
[QUOTE="Dogbrain, post: 1357162, member: 14980"] A "totally" homebrew campaign, wherein one designs core classes, pretty much everything [I]de novo[/I] from the SRD. Pro: It's all your world. Con: It's all your work. Pro: Far lower chance of players citing some "official" source or another that, if accepted, can mess things up, and if rejected is at least irksome to have to reject then and there. Con: Far lower chance of players having enough of a clue at the start to do anything. Pro: You can break out of all the gaming cliches you don't like. Con: You and your players don't have all those cliches to stand upon. Pro: You can have a rich and quirky setting full of fascinating things. Con: You can thoroughly disorient the players--and you're probably far less brilliant than you thought you were at 3:00am when you designed some of those quirks. Pro: You might have a better chance of dismissing those spurious pseudo-historical arguments that some players make. Con: Your players (and you) could get totally lost with insufficient pseudo-historical referents. (No, not a speling erer, I mean "referents".) Pro: You can present a truly unique world, rich in depth and background. Con: It's probably not really that unique, and your players get catatonic at the amount of alien information to ingest. Any more? [/QUOTE]
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