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Why Homebrew?
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<blockquote data-quote="Wombat" data-source="post: 4785791" data-attributes="member: 8447"><p>Why homebrew? </p><p></p><p>In my case anymore, that is almost equivalent to "why breathe", but we'll pass that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>When I started with those three little books way back when there really wasn't much of an option. There <em>was</em> not campaign that came with the original books and by the time the Greyhawk material started coming out it simply didn't fit with the style of play I had already developed with my group. </p><p></p><p>Over the years I have used (or at least attempted to use) multiple pre-packaged settings. Some were easy to use (Alpha Complex, Al Amarja, both probably because they were purposely vague), some were a bit harder but worth the effort (Star Wars, Star Trek, World of Darkness, Mythic Europe -- they had to become "our version" of the settings), while others were harder to get into (Greyhawk, Forgotten Realms, Theah -- in all cases I ran into folks who told me how "wrong" the version I had was). </p><p></p><p>In the end, I have found, since I don't do convention gaming often and that the players I have really <em>like</em> contributing to the scope of the world, that homebrewing offers a great freedom. Not only do I have, as the GM, the ability to craft a setting, but everyone at the table has an emotional investment in the setting itself, something beyond simply their characters.</p><p></p><p>I am currently in an amusing situation. I have an older setting, New Mavarga, that I first cobbled together under 3e. Of my current four players, three were in the previous incarnation; they asked that I bring the world back, but under a more appropriate (to our eyes) set of rules, so we have reworked it using <em>7th Sea</em>; we toyed with the thought of using <em>Swashbucklers of the 7 Skies</em>, which also seemed to fit the mood, but it felt just a bit "off". The point here, however, is not really the rules set -- it is the fact that out of all the pre-published settings out there, out of all the worlds the players could name, they specifically requested, nay <em>demanded</em>, that we return to a setting that I had created in the past. </p><p></p><p>That, as a GM, is high praise. <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=":)" /> I live for moments like that.</p></blockquote><p></p>
[QUOTE="Wombat, post: 4785791, member: 8447"] Why homebrew? In my case anymore, that is almost equivalent to "why breathe", but we'll pass that. ;) When I started with those three little books way back when there really wasn't much of an option. There [I]was[/I] not campaign that came with the original books and by the time the Greyhawk material started coming out it simply didn't fit with the style of play I had already developed with my group. Over the years I have used (or at least attempted to use) multiple pre-packaged settings. Some were easy to use (Alpha Complex, Al Amarja, both probably because they were purposely vague), some were a bit harder but worth the effort (Star Wars, Star Trek, World of Darkness, Mythic Europe -- they had to become "our version" of the settings), while others were harder to get into (Greyhawk, Forgotten Realms, Theah -- in all cases I ran into folks who told me how "wrong" the version I had was). In the end, I have found, since I don't do convention gaming often and that the players I have really [I]like[/I] contributing to the scope of the world, that homebrewing offers a great freedom. Not only do I have, as the GM, the ability to craft a setting, but everyone at the table has an emotional investment in the setting itself, something beyond simply their characters. I am currently in an amusing situation. I have an older setting, New Mavarga, that I first cobbled together under 3e. Of my current four players, three were in the previous incarnation; they asked that I bring the world back, but under a more appropriate (to our eyes) set of rules, so we have reworked it using [I]7th Sea[/I]; we toyed with the thought of using [I]Swashbucklers of the 7 Skies[/I], which also seemed to fit the mood, but it felt just a bit "off". The point here, however, is not really the rules set -- it is the fact that out of all the pre-published settings out there, out of all the worlds the players could name, they specifically requested, nay [I]demanded[/I], that we return to a setting that I had created in the past. That, as a GM, is high praise. :) I live for moments like that. [/QUOTE]
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