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Why do a homebrew?
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<blockquote data-quote="Henry" data-source="post: 1274040" data-attributes="member: 158"><p>Eosin and EternalKnight's procedure is the best one, I have found; it worked for Star Trek and Star Wars, and the coolness of the setting, combined with "mysteries that aren't mysteries" really draw out a person's curiosity. </p><p></p><p>You can use the same approach for magic. Have an NPC spellcaster do something with his variant magic that is either impossible or very difficult to do within normal D&D; Your spellcaster players will pick up on it immediately and want to know how he did it; leve them the possibility of finding and duplicating this magical feat, and you have hooked people.</p><p></p><p>Nothing hooks people better than something really cool that someone says they can't have. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One other point: DO NOT HAND OUT REAMS OF HANDOUTS, unless your player are really into that sort of thing. Make all handouts one page or less, and have as few of them as possible. </p><p></p><p>Second, make them interesting. In a very popular Alternity game I once ran, the players were chasing a rogue AI that threatened the computer systems of the largest nation in the Galaxy. They received once-per-session news feeds with all sorts of neat snippets of articles, advertisements, and buried within were clues to the AI's passing or presence in a given sector. They used these to track the AI, to look up new technology just being introduced on the market, and just plain laughing and enjoying the humor I threw into the stories. (One player got a kick out of the five-level Hexadecimal IP addresses I used for contact info.)</p><p></p><p>---------------------</p><p></p><p>But why homebrew? Because it's yours, and no one else's. That's to me reason enough. I play FR now, but still have my homebrew world that I have developed over the years, and the players still find something unusual every time they return to it. (Though sadly, I think my ability to run FR has now doomed my campaign. I carried all my experience from running it, as well as the tips I've gleaned from ENWorld over the years, and now my players prefer to play it! I've doomed my own world by making FR as dynamic as my homebrew.)</p></blockquote><p></p>
[QUOTE="Henry, post: 1274040, member: 158"] Eosin and EternalKnight's procedure is the best one, I have found; it worked for Star Trek and Star Wars, and the coolness of the setting, combined with "mysteries that aren't mysteries" really draw out a person's curiosity. You can use the same approach for magic. Have an NPC spellcaster do something with his variant magic that is either impossible or very difficult to do within normal D&D; Your spellcaster players will pick up on it immediately and want to know how he did it; leve them the possibility of finding and duplicating this magical feat, and you have hooked people. Nothing hooks people better than something really cool that someone says they can't have. :) One other point: DO NOT HAND OUT REAMS OF HANDOUTS, unless your player are really into that sort of thing. Make all handouts one page or less, and have as few of them as possible. Second, make them interesting. In a very popular Alternity game I once ran, the players were chasing a rogue AI that threatened the computer systems of the largest nation in the Galaxy. They received once-per-session news feeds with all sorts of neat snippets of articles, advertisements, and buried within were clues to the AI's passing or presence in a given sector. They used these to track the AI, to look up new technology just being introduced on the market, and just plain laughing and enjoying the humor I threw into the stories. (One player got a kick out of the five-level Hexadecimal IP addresses I used for contact info.) --------------------- But why homebrew? Because it's yours, and no one else's. That's to me reason enough. I play FR now, but still have my homebrew world that I have developed over the years, and the players still find something unusual every time they return to it. (Though sadly, I think my ability to run FR has now doomed my campaign. I carried all my experience from running it, as well as the tips I've gleaned from ENWorld over the years, and now my players prefer to play it! I've doomed my own world by making FR as dynamic as my homebrew.) [/QUOTE]
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