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General Tabletop Discussion
*Dungeons & Dragons
What makes your homebrew setting special?
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<blockquote data-quote="Oofta" data-source="post: 7299334" data-attributes="member: 6801845"><p>My world has a long history, influenced by the actions of heroes from campaigns long gone. Old PCs show up as NPCs, tales of PCs of players the current group has never met still make a difference in the world and the current group knows that their stories may live on as legends throughout history. There are no Elministers or Drizz'ts, there's Bob's old elven character and my wife's old paladin (now a Valkyrie). The people that stopped Ragnarok are not some name I made up, they're the PCs from the last campaign with their children and grandchildren being played by the players that ran or ran with the original PCs.</p><p></p><p>In addition to that, the world is ours to build and explore. I don't have to worry about someone at the table having an encyclopedic knowledge of the world because they've read every supplement and novel. They want an ancient order of knights that is fading out that they can help restore? Great, I have one I mentioned briefly in a previous campaign, or we'll just add one that's always been there.</p><p></p><p>I've always enjoyed the creative aspects of creating my own world. How do the gods interact (or not) with the general populace? How can I tweak Norse mythology to fit a D&D style of play? What would a city of tinker/rock gnomes be like in my world (hint: think Gnomish Las Vegas)? If I ever do feel like using a supplement I can always change a bit of set dressing and use it in my world, I would feel more constricted doing it the other way around.</p><p></p><p>So what makes my homebrew special? It's a shared story built over decades (eep! I'm old!) with multiple groups spanning multiple states.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7299334, member: 6801845"] My world has a long history, influenced by the actions of heroes from campaigns long gone. Old PCs show up as NPCs, tales of PCs of players the current group has never met still make a difference in the world and the current group knows that their stories may live on as legends throughout history. There are no Elministers or Drizz'ts, there's Bob's old elven character and my wife's old paladin (now a Valkyrie). The people that stopped Ragnarok are not some name I made up, they're the PCs from the last campaign with their children and grandchildren being played by the players that ran or ran with the original PCs. In addition to that, the world is ours to build and explore. I don't have to worry about someone at the table having an encyclopedic knowledge of the world because they've read every supplement and novel. They want an ancient order of knights that is fading out that they can help restore? Great, I have one I mentioned briefly in a previous campaign, or we'll just add one that's always been there. I've always enjoyed the creative aspects of creating my own world. How do the gods interact (or not) with the general populace? How can I tweak Norse mythology to fit a D&D style of play? What would a city of tinker/rock gnomes be like in my world (hint: think Gnomish Las Vegas)? If I ever do feel like using a supplement I can always change a bit of set dressing and use it in my world, I would feel more constricted doing it the other way around. So what makes my homebrew special? It's a shared story built over decades (eep! I'm old!) with multiple groups spanning multiple states. [/QUOTE]
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What makes your homebrew setting special?
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