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General Tabletop Discussion
*Dungeons & Dragons
What Makes Your Homebrew Great?
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<blockquote data-quote="Odhanan" data-source="post: 2270771" data-attributes="member: 12324"><p>There are some inherent qualities to homebrew settings:</p><p>1- a DM can design the world around the PCs</p><p>2- a DM can make the world evolve and change according to previous PCs actions without having concerned looks from his players (contrarily with an established settings - try to modify the FR with Thay who "won" a global war, you'll see some of your players getting worried). </p><p>3- you can take bits and pieces from great published materials and add them together to make a whole even greater than the sum of its parts.</p><p>4- most importantly, you can use whatever makes you thrill as a DM to build your homebrew. A thrilled DM will be better than a DM-not-so-thrilled. Almost always.</p><p></p><p>Now, speaking of my homebrew specifically, what makes it great is:</p><p>1- a combination of Arcana Evolved, Ghostwalk Campaign Option, Laelith (a French-developed medieval metropolis for D&D) and my own ideas which makes the whole better than the sum of its parts (see above). </p><p>2- player characters who are getting some influence in the world as they progress (they are now eighth level, and one of them will become a senator pretty soon, allowing for massive political plots with targeted adventuring/dungeon delving from time to time. That makes the characters part of the world, and the story about the characters in the world, not as outsiders.</p><p>3- have rule components that really emphasize the campaign I want to have. As the creator of the setting, I know more than anyone else what part of the setting is important for the campaign, so I'm able to represent these points in the rules. I can create specific Prestige Classes, specific character traits and rule variants to get the best out of the equation Game Rules + Campaign World.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2270771, member: 12324"] There are some inherent qualities to homebrew settings: 1- a DM can design the world around the PCs 2- a DM can make the world evolve and change according to previous PCs actions without having concerned looks from his players (contrarily with an established settings - try to modify the FR with Thay who "won" a global war, you'll see some of your players getting worried). 3- you can take bits and pieces from great published materials and add them together to make a whole even greater than the sum of its parts. 4- most importantly, you can use whatever makes you thrill as a DM to build your homebrew. A thrilled DM will be better than a DM-not-so-thrilled. Almost always. Now, speaking of my homebrew specifically, what makes it great is: 1- a combination of Arcana Evolved, Ghostwalk Campaign Option, Laelith (a French-developed medieval metropolis for D&D) and my own ideas which makes the whole better than the sum of its parts (see above). 2- player characters who are getting some influence in the world as they progress (they are now eighth level, and one of them will become a senator pretty soon, allowing for massive political plots with targeted adventuring/dungeon delving from time to time. That makes the characters part of the world, and the story about the characters in the world, not as outsiders. 3- have rule components that really emphasize the campaign I want to have. As the creator of the setting, I know more than anyone else what part of the setting is important for the campaign, so I'm able to represent these points in the rules. I can create specific Prestige Classes, specific character traits and rule variants to get the best out of the equation Game Rules + Campaign World. [/QUOTE]
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