• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Why Homebrew?

I started homebrewing because when I couldn't afford published modules in 1982. So I got rather better at it than I did at adapting published modules. Plus, my long-time players have told me explicitly that they prefer my homebrews to published settings. (Chalk up another group never entirely happy with published material. I can adapt some published material, but see Umbran's comment about easier to remember if I make it up myself.)

That said, I alternate between running published material and homebrews for the simple reason that when I do one or the other long enough, I start to get a little tired and stale. Nothing lets me run a sparkling, adapted published settting quite so much as having just finished a 2 year homebrew run, and vice versa. My creative urge gets satisfied during a homebrew run, and I need a break to let it recharge.
 

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Huh.

Is there any reason to DM *except* to have an excuse to worldbuild? I find it's the best part of the game... I generally start campaigns when I have a great idea for a world, not the other way around.
 


Into the Woods

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