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What Makes Your Homebrew Great?
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<blockquote data-quote="Eltern" data-source="post: 2272865" data-attributes="member: 5870"><p>I haven't DM'd for awhile, and when I did, I sucked. But I can give you a player's perspective of why PLAYING in a homebrew is fantastic. My DM is trying to become a published fantasy author, and while I can say that I doubt they'll ever get published, it does mean that he has written several -novels- set in the world. </p><p></p><p>When we made our characters, we told him our backgrounds, and he fit in plot hooks perfectly with our character motives. I love this more than anything else, because it means we can actually roleplay, and not do things "just because we're supposed to."</p><p></p><p>He can completely roll with any situation. My first character in his campaign was a bard with amnesia, who came to while walking away from a wild-magic land, holding a Santa-like bag full of worthless odds and ends. I said "Matt, you figure out where I've been. I have amnesia." He made me the reincarnation of an ancient hero, who would be critical in an arcane order's plans to save the world. I gave the order the finger, became quite nihilist, and ended up hanging myself after an argument with another PC. Without even blinking, he looked at the rest of the party and asked "What do you do?" And off they went in a completely different direction, in the same game session, without missing a beat. He can do this because he knows what sort of powers are in the world, and he knows what sort of things will happen if -anything- happens. </p><p></p><p>Because the world is completely in his mind, he can add on the fly, and it works. What I -know- was a randomly rolled combat encounter with bee-people led to the formation of diplomatic ties with a powerful hivemind that had been living in isolation in the mountains for decades. I'm certain these folks "weren't there" 5 minutes before the session began. </p><p></p><p>He also makes up entire cities on the fly, and I love it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>So, I guess I'm saying familiarity is key. Or something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Eltern, post: 2272865, member: 5870"] I haven't DM'd for awhile, and when I did, I sucked. But I can give you a player's perspective of why PLAYING in a homebrew is fantastic. My DM is trying to become a published fantasy author, and while I can say that I doubt they'll ever get published, it does mean that he has written several -novels- set in the world. When we made our characters, we told him our backgrounds, and he fit in plot hooks perfectly with our character motives. I love this more than anything else, because it means we can actually roleplay, and not do things "just because we're supposed to." He can completely roll with any situation. My first character in his campaign was a bard with amnesia, who came to while walking away from a wild-magic land, holding a Santa-like bag full of worthless odds and ends. I said "Matt, you figure out where I've been. I have amnesia." He made me the reincarnation of an ancient hero, who would be critical in an arcane order's plans to save the world. I gave the order the finger, became quite nihilist, and ended up hanging myself after an argument with another PC. Without even blinking, he looked at the rest of the party and asked "What do you do?" And off they went in a completely different direction, in the same game session, without missing a beat. He can do this because he knows what sort of powers are in the world, and he knows what sort of things will happen if -anything- happens. Because the world is completely in his mind, he can add on the fly, and it works. What I -know- was a randomly rolled combat encounter with bee-people led to the formation of diplomatic ties with a powerful hivemind that had been living in isolation in the mountains for decades. I'm certain these folks "weren't there" 5 minutes before the session began. He also makes up entire cities on the fly, and I love it :D So, I guess I'm saying familiarity is key. Or something ;) [/QUOTE]
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