Why do you homebrew? or Hombrew blues

1) Why do you create your own settings?
2) Why do you use your own homebrew settings rather than using a published one?
3) Am I still homebrewing if I'm borrowing elements from other settings?
4) If your homebrew setting is so vanilla that it's practically indistinguisable from hoardes of other such settings, then why bother creating it?

1) My main reason for having a home brew is that it's a creative outlet. I like putting the details together.

2) Well, for one, there's always a slight flavor in any setting, and homebrew always has my flavor. For two, I don't have to worry about some fanboy knowing more than me. For three, I don't have to look stuff up -- it's either in my head or I can add it on the fly. For four, I never have to worry about a future suppliment directly contradicting me (in which case, every line of every suppliment becomes subject to GM review -- one of the reasons I stopped buying oWoD stuff).

3) It's been said that most creativity is synthetic, meaning that one takes other ideas and synthesizes them into something new. Elves are hardly a new idea. Does that mean that Eberron isn't a new setting? Hardly.

As others have said, it's a matter of how much you're "borrowing" from any single setting and how you mix it in. If the only difference between my world and FR is that Elminster is a furry who wanders around in his dayglow bunny suit yiffing beholders, then it's really just a (very bizarre) modification of the current FR.

On the other hand, if I user the Greyhawk map; put Thay where the Ice/Frost/Snow barbarians are, now; make the Harpers a front for Graz'zt to slowly and subtly lay low his competition; drop Sharn in place of Greyhawk; use the Eberron deities and Athasian halflings; and turn the Iuz area into a trans-planar sinkhole covered in fog that causes hallicinations and delusions of being taken to a plane of horror, with the borders guarded by forces of kalashtar and wereravens then it'd be a unique setting. Each and every piece is "stolen" from somewhere, but the flavor of the setting as a whole has an obvious flavor of its own. And, it would definitely be "mine".

4) Because sometimes the published settings aren't vanilla enough, in some areas. At the same time, they are too vanilla in others. Basically, I want New York Vanilla and the available options are Homestyle, French, and regular vanilla.
 

log in or register to remove this ad

I create and run homebrews because:

- It's a fun, creative process for me as a DM. I think of my campaign world as my "character".
- I know everything there is to know about the world, and that helps me answer questions and run the game more quickly.
- It saves me money. Instead of buying campaign supplements, I can buy other things. Like more dice and minis. And pez. This didn't stop me from buying lots of Eberron stuff, but it's a good theory anyway.

I tend to use the standard races and classes in my homebrews, and I'm light on the house rules, and so I guess you could call my settings "vanilla". But I don't create homebrews to craft a unique world so much as I do it to have more fun and to do a better job running the game.
 


I tend to homebrew because I tend to mess with the rules, to mod clases, to make adjustments and since I believe that the mechanics should be reflected in the flavor it leads to homebrew. However, I am about to run a Ptolus campaign and am doing my best to prepare it as straight DnD. Its been so long since I have done that I think its about time.
 

Stormborn said:
I tend to homebrew because I tend to mess with the rules, to mod clases, to make adjustments and since I believe that the mechanics should be reflected in the flavor it leads to homebrew. However, I am about to run a Ptolus campaign and am doing my best to prepare it as straight DnD. Its been so long since I have done that I think its about time.
Y'know what? That is so true. I am runnign a straight-up D&D game for some new guys, and I actually think it's a nice change. PHB-only is cool by me (on occasion ;)).
 

Nyaricus said:
Y'know what? That is so true. I am runnign a straight-up D&D game for some new guys, and I actually think it's a nice change. PHB-only is cool by me (on occasion ;)).


Oh, I can't seem to do a PHB only game (although I would with new players if I ever got the chance) but I am going with a "rules in print" game where I don't alter and add to everything in sight.
 

Greetings...

You know you have to write a reply when you start arguing with your monitor...

I too am a world-builder. I think there is a guild of them on the 'net. I usually start with: http://hiddenway.tripod.com/world/.

1) Why do you create your own setting?
But like others... it is an entertaining mental exercise for me.

2) Why do you use your own homebrew settings rather than using a published one?
It's easier to make it than to learn it. Call it lazy, call it creative, call it vanity. I'd rather pinch and steal good ideas from other compaigns, and put them into my own world than to use someone else's world and then have to shoe-horn my own ideas into it.

3) Am I still homebrewing if I'm borrowing elements from other settings?
Of course you are. But I would argue that your homebrewing the first time you change *ANYTHING*, and now you have something that isn't as stated in any book. Regardless if it's unrecognizable from the original model, or it's just a couple of minor tweaks. What you've created is now yours, and that's homebrewing.

4) If your homebrew setting is so vanilla that it's practically indistinguisable from hoardes of other such settings, then why bother creating it?
Entropy! Entropy!


-- It's a great mental exercise for me. Especially when I'm bored. Also, it's a lot of fun doing this mental exploration and finding things and creating things you didn't expect. One of the things I love about GMing, especially with creative players, is that they help shape your campaign world in ways you didn't expect. Making the process serindipitious and IMNSHO, more fun.

I think all world-builders would at some level say that ultimately they are more comfortable with their own world. Only because it makes more sense to them, or they would say that they know it better. Or it's too much trouble learning all the nooks and crannies of published setting. When I look at FR or DL, or even homebrewed worlds now, like it was mentioned before... there is always something there that bothers me, that I don't like. For me, it's a matter of logic. It doesn't seem logical. Or it seems too hokey, or whatever. I'll loose interest in it.

For me, I do the whole 'What If' thing too. But I center all my efforts on one world. I don't think of an aquatic world one day, and a firy inferno world the next. I think one world would be enough to have all these various environments and settings. *IF* I want to put them in there. -- I believe in leaving some things empty so you can fill in the details later. Let the players help shape the world with you. It's a lot more interesting that way.

On the other hand, it's cool if you are really hot for Greyhawke or bonzo for Blackmoor. But here's the thing. You could be the most devoted fan to a published setting. As soon as you start playing in that game. From Day One, that setting is now yours. You've changed it just by using it. Rather Heisenberg/Uncertainity-Principle eh?

http://en.wikipedia.org/wiki/Constructed_world

I rather like discussing the whole philosophy of world building. Make it detailed as possible, and try to anticipate what information your going to need? Or leave the world unexplored and not detailed, so that you can shape it with your follow gamers. Get into that whole top-down/bottom-up thing.

But the way I see it, everyone is going to have that creative dry spell, everyone is going to find something cool and interesting in some other setting, movie, book, whatever. Which is why I've tried to design my own campaign setting to factor that in. That I give players and GMs a world, that will hopefully let you plug in your favourite bits from other worlds/games/books/homebrews so that you will eventually be creating your own world.

I try to believe in the Eberron philosphy that 'if it had a place in D&D, it should have a place in my world...somewhere.' For example, for the longest time I've debated if I should remove paladins all together from my game world. They really are just a combination of clerics and fighters. I really don't like them, the whole concept of being a bastion of truth and justice yet also being godless doesn't sit right with me. Of course that leads me into Generic Classes or Gestalt Characters...which is fine... but then not all players want to do that. Tinker with the ideas, but try not to change the game so much that your players aren't going to be not comfortable with playing anymore.

But I see looking at other sources as sort of like creative world-building training wheels. We start people off with a published world. Sooner or later, someone says "I don't like that... If I were the one writing this, I would have done...whatever..." -- That's why I tend to write a lot of world-building theory and discussions in with my GM notes... Not to mention, I want the GMs to get inside of my head and understand what I was thinking, and where I was going with all the stuff I create.

Oh, it's fine enough to give people a map, descriptions, from politics to racial makeup, religions, legends, attitudes and everything they could possibly want or need. But there are two problems with that. First is, you never want to do too much work, because if you do, you might feel that all that work is unappreciated. Also, there is that factor of 'why'...why is something there? If something doesn't seem right, logical... I want reading to be able to question those things. If you as a reader understand my purpose, then you can then understand my campaign world. That's something I thought a lot of published and homebrew worlds don't have, a perspective of where the creator is coming from. Not to mention, if I make a horrible mistake, and make something completely illogical, I want to know about it.

Most GMs fall somewhere in the middle between creating a world totally from scratch, and using a published campaign world. One who sort of picks and chooses the 'coolest' things from other sources.

I think the trick is to keep your creativity flowing. Read more, write more, watch more movies, watch more bad movies. Check out other people's worlds. Help someone build their world. -- I wonder if there is a forum where I can post my 'world vision' and have others pick it apart? Questions and answers...sounds morbidly fascinating.

My personal theory about world-building in regards to things being 'vanilla'... well, all I can say about that is... The word "vanilla" has come to mean "bland, boring, commonplace". Pretty strange when you consider that this rare pod grows on an orchid that can only be pollinated one day a year. -- Well, all worlds suffer from an escalation of 'fantasy'. That you put something cool in, some new, some different. You end up having to top yourself next time you put something bigger, meaner, tougher. Soon enough you may end up with dragon-riders and floating castles. Or you make a concious effort to keep things simple.

Starting off a world as vanilla/generic as possible gives you lots of wiggle room so your not painting yourself into a corner, creatively. There is a certain amount of entropy to a game-world as well. The better you plan for this, the longer it's going to last. But really!? What is vanilla anyway? You have a demonic invasion. Hordes of monsters invading the lands of the good. Or, you have demonic merchants who are invading in their own clandestine and occult way. However way you may structure your game, it all boils down to monsters, heroes, adventure and fun. So, once you start looking at the unique details of one campaign world to another... nothing is ever really vanilla again. -- The secret here is not to get the cheap artificial vanilla. It has to be the real deal. It has to have lots of flavour and detail and richness.

Everybody likes a little something different in their published worlds. So, I say make sure that you have something for everyone. Yeah, someone might like a world that is dungeon-lite... someone else always wants dungeon-heavy. So, I say put it out there, if you dont want or like it, you can always ignore it, or create your own world. But I belive that creativity doesn't spontaeously form in a vaccuum. If you world is always on your mind, like mine is... some things are just going to creep in. Watching http://www.cbc.ca/parents/lunarJim.html has given me some ideas on faerie food.

When you create your own world, then it's as gritty, complex, strange... as you like it. Which of course only makes it that much more endearing. Not to mention, your offspring is always more cutier than others, aren't they? Only problem is it is a Herculean task, or perhaps I should say Atlasian task of documenting your world. It's a lot of work, and can be a bit despressing when players don't share the same interest or seem to appreciate the effort you've put into it.

Then there is the discussion about all the various campaign settings trying to be different. Having that cool need 'thing'. Well, not everyone is going to like everything in this brave new world. Regardless if it's published or not.

The problem I always had with published game worlds is that you can always have that rule-laywer who knows more about the setting than you do, and you have to resort to the cavaté "Well, this is my world now." -- That has always left a bad taste in my mouth. I don't want to lay the smack-down on players, especially when they are just trying to help. -- I know I've been guilty of it too. Frustrated my DMs to no end, until I realized I just has to preface my questions and arguements with the reasoning I have. *Well, here we have the faerie kingdoms, and you've called them Avalon, are they actually other-worldly, or are they actually a physical place? Because everything I've been lead to believe in regards to Avalon is...*

Not to mention, there is always that problem when the players reading all the GM information making the whole idea moot now. But who can blame them? All the good information is in the GM notes anyway. This way, there are always mysteries to solve and new exciting things to discover, because they haven't already read them in a book/supplement.
 


For me, I run homebrew stuff because of laziness. I don't have a big world map or a big world for the players to run around in, I have a little bit that they're running around in and wing anything else I need. That way if I need a marshy expanse for my adventure then I can have one.

Creatively, I'm not a world builder. I am an adventure writer though, so I find it useful having the space to dump the ruined city or whatever I need. My world's basically Greyhawk, but I don't have the books and don't really want to have to learn the geography etc; or for that matter spend the money on them; there's too much stuff for me to spend my gaming money on anyway, without adding constructed world books to it as well.

All that said, I still play and run games occasionally in Dark Sun.

And I agree that vanilla is a funny word to use for 'bland'. It is the king of ice creams.
 


Remove ads

Top