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General Tabletop Discussion
*Dungeons & Dragons
Why Homebrew?
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<blockquote data-quote="howandwhy99" data-source="post: 4789595" data-attributes="member: 3192"><p>As others have said, it keeps things fresh, it allows a better memorization of details and relationships for the GM, they are not locked into someone else's work that may not have adequately conveyed reasons behind it, it fills a niche not commercially available, </p><p></p><p>I do believe you are right to point out commercially "known settings" do offer a sense of community beyond one group's gaming table. The problem is, once a game begins that published setting will stop be the same as any other has been, is, or will be. Compounding the problem is that fact hasn't stopped publishers from trying to publish progressed versions of the worlds as if anyone's campaign led to such a new configuration (except perhaps the game designer's). </p><p></p><p>Frankly, the biggest requirement to homebrew settings and adventures for RPGs is the need to continually have unknowns for the Players to guess. Without unknowns roleplaying becomes little more than repeating back the answers in a book the players have already read. This isn't roleplaying, but instead scripted acting. The ones who are meant to improv don't. Reading the module is like reading the teacher's copy of an exam, when it comes time to actually perform the player knows the answers because of cheating rather than ability/roleplaying.</p><p></p><p>Folks game design house rules for the same reasons they game design modules and settings, they want to focus the game on the role elements the group finds fun. And without those predefined world aspects a group can't roleplay.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4789595, member: 3192"] As others have said, it keeps things fresh, it allows a better memorization of details and relationships for the GM, they are not locked into someone else's work that may not have adequately conveyed reasons behind it, it fills a niche not commercially available, I do believe you are right to point out commercially "known settings" do offer a sense of community beyond one group's gaming table. The problem is, once a game begins that published setting will stop be the same as any other has been, is, or will be. Compounding the problem is that fact hasn't stopped publishers from trying to publish progressed versions of the worlds as if anyone's campaign led to such a new configuration (except perhaps the game designer's). Frankly, the biggest requirement to homebrew settings and adventures for RPGs is the need to continually have unknowns for the Players to guess. Without unknowns roleplaying becomes little more than repeating back the answers in a book the players have already read. This isn't roleplaying, but instead scripted acting. The ones who are meant to improv don't. Reading the module is like reading the teacher's copy of an exam, when it comes time to actually perform the player knows the answers because of cheating rather than ability/roleplaying. Folks game design house rules for the same reasons they game design modules and settings, they want to focus the game on the role elements the group finds fun. And without those predefined world aspects a group can't roleplay. :D:D [/QUOTE]
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