your homebrew - what's your motivation?

I started playing D&D in 79 and 5 of the 11 in the extended gaming group had their own worlds. When I wanted to run it was natural to think that I had to create my own world. I didn't play in published scenarios until a few years later.

My motivation? I wanted everyone to laugh and have a good time.

The first encounter I ran for a large bunch of first levels was a wererat pretending to be a druid with a LOT of rats friends. They got past him, since he couldn't take them all on at once, and in the dungeon beneath the tower they almost had their first death to a trapped door. They thought it had to be a door, until they broke the trap and actually found it was just a trap. then they looked for the secet door in the middle of the hall. They killed most of the first bunch of kobolds.... the poor shlub they caught up with who couldn't open the door, because it was stuck, they got drunk and one of the PCs adopted him. The player later asked if he could play the kobold and I said, "Sure, get a 1,000 experience with kobold hits and you can start as a first level whatever you train as." He ended up being a marvelous villian trying to organize the monsters to better fight the heroes.

I had my first TPK a couple of weeks later. Big ol' spiders. In 1e poison was 'save or die'; they didn't save. I did one of the few "it was all a bad dream" the next week and the party never went in that area again. :)

I named the world N's and years later the characters were talking to a god of knowledge, seeking help to save the world, and he told them a word of power for their world was Joh. "Speak the word with the name of your world and you will know all you need to understand it." ;) That was something I always enjoyed, having secrets, especially little jokes that the players might be able to find out along the way.

I made a point to describe what the characters saw so that they players could freely misinterpret what was going on.

You see the dwarf take a small silver mirror and spin a gold coin on as he mutters in dwarvish. He smiles, put the items away and calmly strolls into the battle to slap bandages onto his companions as they fought.

What he was actually doing....
The dwarf was a cleric of Vergadain, the dwarf god of merchants, luck and trickery. A mirror and holy symbol (gold coin) were the components of the Sanctuary spell; I added the somatic gestures. The bandages were to cover up his Cure spells, he had to touch them to have it work but he didn't want folks to know for certain he was casting spells.
 
Last edited:

log in or register to remove this ad


To see it published. Urbis started with the Setting Search (where I participated in the hopes of getting it published), and it has expanded ever since - though now I am willing to settle for publication as a PDF instead of a glossy, full-cover WotC hardcover. ;)
 

Crossroads

My setting of Crossroads also fall in the full "brew" category. I wanted a self-created world, but wanted to be able to throw existing published materials with minor rewrites wherever needed. I love the control and creation process, but don't have the time to stat out every monster/encounter, thus Dungeon Magazine and WOTC downloads help fill the giant holes. Throw in NPCs from other hardcover books, edit names, a bit of equipment, and some descriptions, and scenario creation is cut by 3/4. Plus, with my home"brew" I can continually tweak and gear it towards the type of adventure the players want.
 

Love for creation, plus I want to transmit/teach something to players and to try out a concept I have :).

I LOVE to see how a particualr situation develops from it´s starting condition. How the PCs and NPCs pull and push to modify their environment.
 

For me, it's equal parts love of creation and being able to tell a story that is totally my own...even if a few elements are borrowed from other places!

Kane
 

Love of creation chiming in here.

I started with the idea of an essentially monotheistic campaign, and it expanded from there... even to include the crumbling ruins of the apocalypse from my previous campaign world.

I really enjoy setting up a situation and watching it unfold.
 

I'll have to third (or whatever it is about now) the "love of creation" thing. It's one thing to write short stories or the like, but they will always be static and, let's be realistic, for 99,9% of us "in your mind only".

Enter roleplaying, and homebrew worlds. First: What they offer is an opportunity to take that image you've got inside your head and share it with people you like and who you, kind of, trust to take it in a direction not completely opposed to the ideas you developed during its creation.*

Second, I like the duality that homebrew settings offer: creating both a believable background AND believable rules to accompany it.

Ah, the joys of 'brewin'.

(* Yes, I know, that's a purely theoretical point :D :p.)
 

I write. A homebrew is a good outlet for all these creative ideas floating around in my head.

If I don't dump them from time to time, I'd probably go insane.
 

Purely the love of creation. I'd also like to add that some of the best experiences I've had in this realm of gaming were during the joint creation of a world. It is supremely satisfying to be on the same wavelength with another person during the creation process.
 

Remove ads

Top