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What Makes Your Homebrew Great?
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<blockquote data-quote="Aristotle" data-source="post: 2270794" data-attributes="member: 5885"><p>Familiarity: I know everything there is to know about a setting, so I don't have to worry about leaving something out that happened in an obscure novel, or having players complain about continuity issues. I can nudge and rework things to fit backgrounds of characters my players want to play. I can supply my players with as much or as little information as I want without worrying that so-and-so has the sourcebooks and knows everything there is to know about create A or culture B.</p><p></p><p>Expense: When you are a "poor gamer" or a "poor college gamer" it can be difficult to keep up with both the rules supplements and the setting supplements. Now you only have to worry about the rules, as you create the setting stuff as you need it.</p><p></p><p>Built to Strengths: A homebrew can be built to the strengths, or interests, of the gaming group. If your players are into games dealing heavily with intrigue and politics, you can create the 'perfect setting' for that without the awkwardness that can arise when you tack such things onto some other settings.</p><p></p><p>Fun!: I'm a world builder. This is what I do to relax. It interests me, but a built world isn't as much fun if you never get a chance to share your reation with others. It needs to be run.</p><p></p><p></p><p>I don't assume I can 'do it better' that the professionals, and most homebrewers agree. A lot of people assume that to be our reason, but it rarely enters our minds. The quality of the finished work is subjective. Of course the setting is 'better' for US.</p></blockquote><p></p>
[QUOTE="Aristotle, post: 2270794, member: 5885"] Familiarity: I know everything there is to know about a setting, so I don't have to worry about leaving something out that happened in an obscure novel, or having players complain about continuity issues. I can nudge and rework things to fit backgrounds of characters my players want to play. I can supply my players with as much or as little information as I want without worrying that so-and-so has the sourcebooks and knows everything there is to know about create A or culture B. Expense: When you are a "poor gamer" or a "poor college gamer" it can be difficult to keep up with both the rules supplements and the setting supplements. Now you only have to worry about the rules, as you create the setting stuff as you need it. Built to Strengths: A homebrew can be built to the strengths, or interests, of the gaming group. If your players are into games dealing heavily with intrigue and politics, you can create the 'perfect setting' for that without the awkwardness that can arise when you tack such things onto some other settings. Fun!: I'm a world builder. This is what I do to relax. It interests me, but a built world isn't as much fun if you never get a chance to share your reation with others. It needs to be run. I don't assume I can 'do it better' that the professionals, and most homebrewers agree. A lot of people assume that to be our reason, but it rarely enters our minds. The quality of the finished work is subjective. Of course the setting is 'better' for US. [/QUOTE]
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