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Why do a homebrew?
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<blockquote data-quote="Greatwyrm" data-source="post: 1274143" data-attributes="member: 479"><p>I like running homebrews for a number of reasons.</p><p></p><p>1. Most DMs, myself included, have a mental problem that forces them to create stuff. Homebrew settings are a good way to deal with this.</p><p></p><p>2. Most published settings have a lot of related fiction that goes with it. I don't read any of it. I think the Realms and Dragonlance are cool worlds and all, but I don't want somebody getting all over me because the timeline I lay out doesn't follow the cannonical fiction or I say the king is Frank when it's really Ted. I know as a DM, it's my game, but I'd still rather not deal with it.</p><p></p><p>3. Some campaign settings don't work well for the type of story you want to tell. The one I'm working on right now is a sort of "Atlantis rising" kind of thing. It's hard to make a continent disappear and reappear over the course of a thousand years in most established settings.</p><p></p><p>4. Sometimes your players just don't like the published settings. I think Dark Sun was the coolest thing since sliced bread. Unfortunately, most of my players have an abject hatred of psionics in fantasy settings.</p><p></p><p></p><p>As far as keeping the players interested in a whole new world, I'm trying to get them involved from the beginning. I did two or three email surveys before I began making my current setting. I made most of my decisions based on the feedback they gave me.</p><p></p><p>For example, somehow City Adventures and Wilderness Exploration were two of the highest rated campaign elements in the survey. So, I set up things to facilitate city/political mysteries and exploring a whole new continent (the aforementioned "Atlantis rising" theme).</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 1274143, member: 479"] I like running homebrews for a number of reasons. 1. Most DMs, myself included, have a mental problem that forces them to create stuff. Homebrew settings are a good way to deal with this. 2. Most published settings have a lot of related fiction that goes with it. I don't read any of it. I think the Realms and Dragonlance are cool worlds and all, but I don't want somebody getting all over me because the timeline I lay out doesn't follow the cannonical fiction or I say the king is Frank when it's really Ted. I know as a DM, it's my game, but I'd still rather not deal with it. 3. Some campaign settings don't work well for the type of story you want to tell. The one I'm working on right now is a sort of "Atlantis rising" kind of thing. It's hard to make a continent disappear and reappear over the course of a thousand years in most established settings. 4. Sometimes your players just don't like the published settings. I think Dark Sun was the coolest thing since sliced bread. Unfortunately, most of my players have an abject hatred of psionics in fantasy settings. As far as keeping the players interested in a whole new world, I'm trying to get them involved from the beginning. I did two or three email surveys before I began making my current setting. I made most of my decisions based on the feedback they gave me. For example, somehow City Adventures and Wilderness Exploration were two of the highest rated campaign elements in the survey. So, I set up things to facilitate city/political mysteries and exploring a whole new continent (the aforementioned "Atlantis rising" theme). [/QUOTE]
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