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Worlds of Design: Escaping Tolkien
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8091895" data-attributes="member: 6845520"><p>I agree with you theory in theory, but having been subjected to many a terrible boring homebrew by otherwise decent DMs whose only real issue was boring and lifeless homebrew worlds, personally find it an equal trade off to use homebrew worlds, especially so if said DM isn't okay with players suggesting adding things to their world to help fill in unexpected gaps in their creation.</p><p></p><p>At least running in an established world gives me some idea of what to expect for a game. Also, let's not write off some of the benefits of using a published setting: players and DM's can use preexisting maps and other forms of support by others online, and can swap "war stories" with others of their time in Ravenloft, or how they handled the Tomb of Horrors, or whom their players decided to kill or romance in a certain module. As a DM who often runs prewritten modules I can tell you both of these benefits have greatly improved the quality of my games and I have only really ever felt constrained sometimes with not being able to make my dungeon from complete scratch if I'm using a well known dungeon, i.e. making changes to the tomb of horrors or castle Ravenloft. </p><p></p><p>Of course my games almost never use dungeons anyway, as my players avoid the classic dungeon raid for loot model like the plague, they'd rather spend 4 hours speaking with random NPCs or running a tavern any day. Your milage may vary.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8091895, member: 6845520"] I agree with you theory in theory, but having been subjected to many a terrible boring homebrew by otherwise decent DMs whose only real issue was boring and lifeless homebrew worlds, personally find it an equal trade off to use homebrew worlds, especially so if said DM isn't okay with players suggesting adding things to their world to help fill in unexpected gaps in their creation. At least running in an established world gives me some idea of what to expect for a game. Also, let's not write off some of the benefits of using a published setting: players and DM's can use preexisting maps and other forms of support by others online, and can swap "war stories" with others of their time in Ravenloft, or how they handled the Tomb of Horrors, or whom their players decided to kill or romance in a certain module. As a DM who often runs prewritten modules I can tell you both of these benefits have greatly improved the quality of my games and I have only really ever felt constrained sometimes with not being able to make my dungeon from complete scratch if I'm using a well known dungeon, i.e. making changes to the tomb of horrors or castle Ravenloft. Of course my games almost never use dungeons anyway, as my players avoid the classic dungeon raid for loot model like the plague, they'd rather spend 4 hours speaking with random NPCs or running a tavern any day. Your milage may vary. [/QUOTE]
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