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What Makes Your Homebrew Great?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 2270449" data-attributes="member: 93"><p>Exactly. The adventures I come up with might not be that much greater than a published one, but they're perfectly tailored for my PC's and I know the contents top-to-bottom. </p><p></p><p>Let me see if I can give an example that will show this... In my Saturday game, the PC's (who were 5th level at the time) just finished a plot thread that was basically a fairly standard "stop the evil wizard from releasing the evil bad guy" scenario. What made it memorable was that the evil wizard had been developed from the very first session (the very first NPC they met, in fact), the place where the evil bad guy was imprisoned was within the wizard's school that was built into all the PC's background (giving them immense buy-in as to the importance), and the evil wizard's big helper was another bad-guy NPC that the PC's had fought earlier in their careers. Everyone involved on the enemy side was an NPC that the PC's had been dealing with for months and months whilethe plot slowly unfurled.</p><p></p><p>The scenario was pretty good all by itself, I think, with good puzzles, mysteries, and battles, but the advantage of it being homebrewed was shown in the connections and in the stakes that the PC's had in making sure they fixed the situation. It wasn't a thing where "someone hires you to do this" or anything like that. The motivation was built in and built up from 5 levels before. Its very tough to do that level of foreshadowing using modules.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 2270449, member: 93"] Exactly. The adventures I come up with might not be that much greater than a published one, but they're perfectly tailored for my PC's and I know the contents top-to-bottom. Let me see if I can give an example that will show this... In my Saturday game, the PC's (who were 5th level at the time) just finished a plot thread that was basically a fairly standard "stop the evil wizard from releasing the evil bad guy" scenario. What made it memorable was that the evil wizard had been developed from the very first session (the very first NPC they met, in fact), the place where the evil bad guy was imprisoned was within the wizard's school that was built into all the PC's background (giving them immense buy-in as to the importance), and the evil wizard's big helper was another bad-guy NPC that the PC's had fought earlier in their careers. Everyone involved on the enemy side was an NPC that the PC's had been dealing with for months and months whilethe plot slowly unfurled. The scenario was pretty good all by itself, I think, with good puzzles, mysteries, and battles, but the advantage of it being homebrewed was shown in the connections and in the stakes that the PC's had in making sure they fixed the situation. It wasn't a thing where "someone hires you to do this" or anything like that. The motivation was built in and built up from 5 levels before. Its very tough to do that level of foreshadowing using modules. [/QUOTE]
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