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Why do a homebrew?
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<blockquote data-quote="BSF" data-source="post: 1276514" data-attributes="member: 13098"><p>My apologies! That is what you asked. I got too hung up on the thread title. <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>OK, a little more practical advice is in order.</p><p></p><p>Have some handouts, but don't be too overbearing with them. Ultimately, they end up being more valuable for you to understand your homebrew. Hold on to the handouts for when a player asks a question that you already have a handout for. </p><p></p><p>Make liberal use of Knowledge skills and Bardic Knowledge. Never be afraid to use these and provide a wealth of information for a good roll. All too often, the knowledge rolls are feared for what they might reveal on the DM's Big Secret. Instead, you should be looking at it as a wonderful excuse to breathe life into your world. </p><p></p><p>Examples: </p><p>- Your party comes across an unknown holy glyph/symbol/sigil. Have everyone with the skill make a Knowledge (Religion). If that fails, and there is a Bard around, have a second go with Bardic Knowledge. If everyone has a good roll, combine little snippets of information here and ther so you provide a lot of information.</p><p></p><p>- Your party comes across an old library. The character with Knowledge (History) recognizes some notes from an obscure historical figure. You take the time to relate a quick story on why this figure was interesting, even if he played a minor role in history. You have just created a book that can be resold (treasure), you have given the group a little more information, and you have left it open for the characters to read the book (Thus, they are asking you for a handout of some sort).</p><p></p><p>Just two examples for now. The point is to look for opportunities for the players to use the characters' knowledge skills so you can show off your homebrew world. </p><p></p><p>Work with each player during character creation. Resist the urge to say no and see if you can find a way to integrate what they are asking for into your game. This does not mean absolutely allowing whatever they want. I will reference Psion's post in which he had to dissuade players from choosing Kagonesti or Grugach. This is good, he has a specific campaign world that does not include the baggage from another game setting. I would ask (and I don't doubt that Psion and a good many other people would ask) the player why they were interested in that concept and then find a replacement in my world. I would also enlist the player in fleshing the culture/race/region/whatever out. I provide guidelines, they provide detail. I elaborate on that as needed during the game. </p><p></p><p>If the player has something they really want, they will probably be excited about helping with it. As well, they will be excited about playing the character.</p><p></p><p>Does that help answer your real question a little better?</p></blockquote><p></p>
[QUOTE="BSF, post: 1276514, member: 13098"] My apologies! That is what you asked. I got too hung up on the thread title. :) OK, a little more practical advice is in order. Have some handouts, but don't be too overbearing with them. Ultimately, they end up being more valuable for you to understand your homebrew. Hold on to the handouts for when a player asks a question that you already have a handout for. Make liberal use of Knowledge skills and Bardic Knowledge. Never be afraid to use these and provide a wealth of information for a good roll. All too often, the knowledge rolls are feared for what they might reveal on the DM's Big Secret. Instead, you should be looking at it as a wonderful excuse to breathe life into your world. Examples: - Your party comes across an unknown holy glyph/symbol/sigil. Have everyone with the skill make a Knowledge (Religion). If that fails, and there is a Bard around, have a second go with Bardic Knowledge. If everyone has a good roll, combine little snippets of information here and ther so you provide a lot of information. - Your party comes across an old library. The character with Knowledge (History) recognizes some notes from an obscure historical figure. You take the time to relate a quick story on why this figure was interesting, even if he played a minor role in history. You have just created a book that can be resold (treasure), you have given the group a little more information, and you have left it open for the characters to read the book (Thus, they are asking you for a handout of some sort). Just two examples for now. The point is to look for opportunities for the players to use the characters' knowledge skills so you can show off your homebrew world. Work with each player during character creation. Resist the urge to say no and see if you can find a way to integrate what they are asking for into your game. This does not mean absolutely allowing whatever they want. I will reference Psion's post in which he had to dissuade players from choosing Kagonesti or Grugach. This is good, he has a specific campaign world that does not include the baggage from another game setting. I would ask (and I don't doubt that Psion and a good many other people would ask) the player why they were interested in that concept and then find a replacement in my world. I would also enlist the player in fleshing the culture/race/region/whatever out. I provide guidelines, they provide detail. I elaborate on that as needed during the game. If the player has something they really want, they will probably be excited about helping with it. As well, they will be excited about playing the character. Does that help answer your real question a little better? [/QUOTE]
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