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What Makes Your Homebrew Great?
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<blockquote data-quote="Scotley" data-source="post: 2270610" data-attributes="member: 11520"><p>I won't say that my homebrew is great or even superior for everyone, but I feel it is good and interesting for my players. I agree with a lot of the points made so far, but one thing that I think is particularly important is that I know my players and discuss gameing with them. The world I developed reflects their interests and desires. We would be hard pressed to find a published world that meets our needs as well. I can borrow good stuff from published worlds. Other things that I think makes my world interesting--the way the creation myth is tied to the current stuggles and nature of magic, the fact that all elves, without regard to color are bad guys, the fact that most races and classes (except for a few oriental variants) have a meaningful place in the world, that the history of the world impacts the present rather than being just a timeline--past wars and events have a real impact on the way races and nations interact, the difference in landsmen and seamen is an important distinction that often crosses boundries of race and nation, the NPC's of the world are not so powerful that the PC can't have a real influence on events, there are many different powergroups and conflicts that sometimes make it hard to seperate good from bad and right from wrong, the mix of civilized and uncivilized areas coupled with the various conflicts between powergroups allows for a huge variety of adventure hooks, the current game has a nautical focus which is a little different for our group, the history and detail of the world is such that I can run more than one game at a time there or run other games in the past or future, druids and clerics each have a unique role to play rather than druids just being a subclass, there is a richness of documentation that gives that players a real feel for the world yet I still have room to reveal new things or expand, I have years of time invested in thinking about the world.</p></blockquote><p></p>
[QUOTE="Scotley, post: 2270610, member: 11520"] I won't say that my homebrew is great or even superior for everyone, but I feel it is good and interesting for my players. I agree with a lot of the points made so far, but one thing that I think is particularly important is that I know my players and discuss gameing with them. The world I developed reflects their interests and desires. We would be hard pressed to find a published world that meets our needs as well. I can borrow good stuff from published worlds. Other things that I think makes my world interesting--the way the creation myth is tied to the current stuggles and nature of magic, the fact that all elves, without regard to color are bad guys, the fact that most races and classes (except for a few oriental variants) have a meaningful place in the world, that the history of the world impacts the present rather than being just a timeline--past wars and events have a real impact on the way races and nations interact, the difference in landsmen and seamen is an important distinction that often crosses boundries of race and nation, the NPC's of the world are not so powerful that the PC can't have a real influence on events, there are many different powergroups and conflicts that sometimes make it hard to seperate good from bad and right from wrong, the mix of civilized and uncivilized areas coupled with the various conflicts between powergroups allows for a huge variety of adventure hooks, the current game has a nautical focus which is a little different for our group, the history and detail of the world is such that I can run more than one game at a time there or run other games in the past or future, druids and clerics each have a unique role to play rather than druids just being a subclass, there is a richness of documentation that gives that players a real feel for the world yet I still have room to reveal new things or expand, I have years of time invested in thinking about the world. [/QUOTE]
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