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Why do a homebrew?
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<blockquote data-quote="BSF" data-source="post: 1273719" data-attributes="member: 13098"><p>Well, I prefer a homebrew because it doesn't carry the same baggage that a packaged setting does. I ran a game in FR once. (a long time ago - 15 years or so.) The problem was that I didn't know the game world as well as some of the players. </p><p></p><p>Of course, I could just tell them to accept the things that I changed, but that really wouldn't have been fair. Since they all knew I was running the game in FR, they made certain assumptions about the game that I didn't know existed. I would later learn about these assumptions and things would get a little rough. </p><p></p><p>There were also things I didn't like about FR. When it got to the point where I was looking for so many changes that it wouldn't really be FR, I decided I should create my own world.</p><p></p><p>New gods means my players don't make assumptions about what the followers of a certain god are like. They will ask me what their characters would know. </p><p></p><p>New races means I can shed the stereotypical elf/dwarf animosity. </p><p></p><p>This "uniqueness" of my game means that my players and I communicate more. They discover new aspects of the game world all the time and they seem to like it. Heh, I just IM'd one of my players as a sanity check.</p><p></p><p><strong>bardstephenfox: </strong>Quick question back: Did it bug you that I use my own gods and shed some of the core races in the last campaign?</p><p><strong>One of my players: </strong>heck no...it made it more interesting...im still trying to figure out how it all works and thats part of why its so cool.</p><p></p><p>So, I would say my players are interested and do care.</p><p></p><p>That being said, there is nothing intrinsically wrong with a packaged campaign setting. When the DM and the players all know the setting reasonably well, and like everything that is inherent in that system, you can use all those assumptions to mutual advantage. In my case, I want to tell some stories that work better with my own world.</p></blockquote><p></p>
[QUOTE="BSF, post: 1273719, member: 13098"] Well, I prefer a homebrew because it doesn't carry the same baggage that a packaged setting does. I ran a game in FR once. (a long time ago - 15 years or so.) The problem was that I didn't know the game world as well as some of the players. Of course, I could just tell them to accept the things that I changed, but that really wouldn't have been fair. Since they all knew I was running the game in FR, they made certain assumptions about the game that I didn't know existed. I would later learn about these assumptions and things would get a little rough. There were also things I didn't like about FR. When it got to the point where I was looking for so many changes that it wouldn't really be FR, I decided I should create my own world. New gods means my players don't make assumptions about what the followers of a certain god are like. They will ask me what their characters would know. New races means I can shed the stereotypical elf/dwarf animosity. This "uniqueness" of my game means that my players and I communicate more. They discover new aspects of the game world all the time and they seem to like it. Heh, I just IM'd one of my players as a sanity check. [b]bardstephenfox: [/b]Quick question back: Did it bug you that I use my own gods and shed some of the core races in the last campaign? [b]One of my players: [/b]heck no...it made it more interesting...im still trying to figure out how it all works and thats part of why its so cool. So, I would say my players are interested and do care. That being said, there is nothing intrinsically wrong with a packaged campaign setting. When the DM and the players all know the setting reasonably well, and like everything that is inherent in that system, you can use all those assumptions to mutual advantage. In my case, I want to tell some stories that work better with my own world. [/QUOTE]
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