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You're in charge of D&D's setting! (here's the catch...)
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<blockquote data-quote="Gothmog" data-source="post: 3424242" data-attributes="member: 317"><p>Wow, I couldn't disagree more. Homebrew settings are the only way to go IMO. While publsihed settings are ok to mine for ideas, a homebrew setting the DM has created is that DMs world- he knows it inside and out, the nuances, cultures, politics, history, and metphysical events that shaped it. For me, trying to make a published setting feel alive to me is WAY more work than just making something from scratch, especially in the case of FR where you have players who are dogmatic about Realms canon. I've run and played in FR, Greyhawk, Al Quadim, and Dark Sun, and while each world has some cool elements, none of them ever came alive for me as a DM or player like a homebrew setting. DMs are much more enthusiastic about their own settings, and put a lot more thought into the events of a session than DMs who run premade settings IMO. Plus, I know when I run a published setting, I feel somewhat constrained by the previously published sourcebooks, wondering if this would fit here, or if that element matches the theme of the world and makes logical sense in it. </p><p></p><p>The only published settings I really feel are worth the effort are ones that take place in the real world or some variant of it (Kult, Call of Cthulhu, or Deadlands for example), a fantasy setting that offers something REALLY different (Iron Kingdoms or Warhammer FRP), or sci-fi settings that have a cool hook (Fading Suns, Dune). But for almost all fantasy I vastly prefer to homebrew to give the setting something different. So for my money I agree with Diaglo- give DMs a set of toolkits to use to homebrew their settings- something along of the lines of Magical Medieval Societies: Western Europe.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3424242, member: 317"] Wow, I couldn't disagree more. Homebrew settings are the only way to go IMO. While publsihed settings are ok to mine for ideas, a homebrew setting the DM has created is that DMs world- he knows it inside and out, the nuances, cultures, politics, history, and metphysical events that shaped it. For me, trying to make a published setting feel alive to me is WAY more work than just making something from scratch, especially in the case of FR where you have players who are dogmatic about Realms canon. I've run and played in FR, Greyhawk, Al Quadim, and Dark Sun, and while each world has some cool elements, none of them ever came alive for me as a DM or player like a homebrew setting. DMs are much more enthusiastic about their own settings, and put a lot more thought into the events of a session than DMs who run premade settings IMO. Plus, I know when I run a published setting, I feel somewhat constrained by the previously published sourcebooks, wondering if this would fit here, or if that element matches the theme of the world and makes logical sense in it. The only published settings I really feel are worth the effort are ones that take place in the real world or some variant of it (Kult, Call of Cthulhu, or Deadlands for example), a fantasy setting that offers something REALLY different (Iron Kingdoms or Warhammer FRP), or sci-fi settings that have a cool hook (Fading Suns, Dune). But for almost all fantasy I vastly prefer to homebrew to give the setting something different. So for my money I agree with Diaglo- give DMs a set of toolkits to use to homebrew their settings- something along of the lines of Magical Medieval Societies: Western Europe. [/QUOTE]
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