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7 months ago  ::  Nov 26, 2012 - 6:35AM #11
merb101
Date Joined: Feb 6, 2007
Posts: 372

Nov 23, 2012 -- 9:55AM, Sir-Zalphon wrote:


Question I: What are everyone's thoughts regarding the usage of Homebrew Worlds as opposed to Established Ones?

Question II: What is required to make an entertaining Homebrew World?  

Question III: What are things to be avoided when creating a Homebrew World?
    
 
      

 





1. I'm gonna deviate a bit from everyone else on this. I prefer having an established setting like the 4E Points of Light, because it gives me a starting point. I add my own bits here and there as they come up, but honestly I don't have the time or energy to create my own Middle Earth. In my younger days, probably, but now I need most of that upfront work already done and preferably done by someone else.

2. I think giving players the ability to leave their mark on the world is critical. I've played in very short-lived campaigns where the GM was rigid in the world they'd created, and walking through a painting is a lot different than being able to color in the world as you go.

3. Same as above, being too rigid in the world you've created alienates the people who are playing. Also, creating too much can destroy a game. I was part of a group of players in a homebrew world that had this complex political structure and the first part of the adventure was the GM explaining it to us. All I can remember from that session is none of us cared enough to pay attention and the game fizzled.

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7 months ago  ::  Nov 26, 2012 - 11:57AM #12
Centauri
Date Joined: Jul 21, 2004
Posts: 10,012
I don't "homebrew," but I don't try to get settings "right" when I do use them. Not all of my players are going to be far enough into a given setting to read and memorize facts about it, and information downloads from the DM tend not to work. I'm also not interested in correcting players if they misremember or misassume something about the world. As a result, I'm in a very collaborative mode now, and while there are many generally recognizeable aspects of our game, we're mostly making it up as we go along.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 28, 2012 - 9:33AM #13
DaBeerds
Date Joined: May 25, 2012
Posts: 436

Nov 26, 2012 -- 11:57AM, Centauri wrote:

I don't "homebrew," but I don't try to get settings "right" when I do use them. Not all of my players are going to be far enough into a given setting to read and memorize facts about it, and information downloads from the DM tend not to work. I'm also not interested in correcting players if they misremember or misassume something about the world. As a result, I'm in a very collaborative mode now, and while there are many generally recognizeable aspects of our game, we're mostly making it up as we go along.




That's great when you have a circle of friends/players you play a lot with.

The problem with this is when you start a new group and have a player who is more knowledgeable than you about the world.  You either have to convince that person to suspend what he/she knows or use them as a resource.

I happen to be playing in a game where I know the world as well as the DM, but I am the sort of player who is willing to defer to the DM when he changes something, but he does use me as a resource because now and again he does not know something that I do.

Getting back to the original questions.

I have run in a campaign setting (2e FR) and I have created my own (3.5).  I can tell you that when you are running a homebrew it can be all consuming.  Like someone else stated I did not make my entire world at once.  In my opinion, first that is way too much work to do all at once and second, players are notorious for ruining your well planned intentions.

So, I laid out a continent, I broke it up into kingdoms, and then focused my creative efforts to developing one of those kingdoms for my players to play in.  I also lightly developed the surrounding areas of that kingdom to add to the history of my world and just in case my players decided to venture somewhere I did not intend.

Events progress around the players and the players influence events.  This leads to a lot of daydreaming about what is going to happen next, about how it will impact the players and how they might impact it.

Things to avoid...

as said earlier, inconsistency.

changing too many rules at once.  Again as someone else said, two page rule is a good guide.  I broke that rule and the only thing that saved the game was the fact that the overwhelming majority of my changes were optional tweaks to customize races and classes; most of the players ignored them .

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7 months ago  ::  Nov 28, 2012 - 9:43AM #14
Centauri
Date Joined: Jul 21, 2004
Posts: 10,012

Nov 28, 2012 -- 9:33AM, DaBeerds wrote:

Nov 26, 2012 -- 11:57AM, Centauri wrote:

I don't "homebrew," but I don't try to get settings "right" when I do use them. Not all of my players are going to be far enough into a given setting to read and memorize facts about it, and information downloads from the DM tend not to work. I'm also not interested in correcting players if they misremember or misassume something about the world. As a result, I'm in a very collaborative mode now, and while there are many generally recognizeable aspects of our game, we're mostly making it up as we go along.


That's great when you have a circle of friends/players you play a lot with.

The problem with this is when you start a new group and have a player who is more knowledgeable than you about the world.  You either have to convince that person to suspend what he/she knows or use them as a resource.

I happen to be playing in a game where I know the world as well as the DM, but I am the sort of player who is willing to defer to the DM when he changes something, but he does use me as a resource because now and again he does not know something that I do.


Your final paragraph shows that it doesn't have to be one or the other. The world can be "changed" from what's in the books, and other times it can conform. All I do is allow my players to inform me about what's what in a setting. Those who know the setting sometimes regurgitate what they know, but sometimes provide changes themselves. Those who don't know the setting obviously make up entirely new things. Generally these just involve their immediate locale, which doesn't necessarily need to mean anything about the wider world. But it's generally not worth trying to get things about the world "right," especially if it closes down an interesting idea from someone at the table.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 28, 2012 - 4:25PM #15
SwampDog
Date Joined: Jan 2, 2011
Posts: 407
Tip:  before you have any PC's set foot in your world, before you create any bad guys, or grand schemes, etc., have the world be livable.

That is, unless you're running some kind of nearly empty world, the average joe citizen needs some stability.   There needs to be an economy, and ways of goods exchanging hands, food being produced, etc.   All the standard things an average person has in the world.   Create all these things first.   Ask yourself what a typical day is for a typical citizen of your world, and there should be some variance in this from area to area.  

The world first.   Then decide what systems of government.  Then some interesting stuff going on in it that the players could stumble upon, complete with interesting NPCs.   It is only then is your world ready for adventure and PC's.
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7 months ago  ::  Nov 28, 2012 - 4:57PM #16
Kailmung
Date Joined: Nov 28, 2012
Posts: 84
In the game I am currently running it started off with a non descript prefab adventure. The first DM just gave the name of a mountain range and a mining town. I was then thrust into the DM role since then, been about 2 months now.

I have used alot of background source of gods and what not to establish the underlining major thing going on in the campaign. A huge Orc and Elf War that is about ready to rip the surrounding area apart.

The best thing I have done is make notes to myself as to what else is going each time the group is playing. If they wander too close to a town that is being attacked they will see elves running from a burning town.  Even if the group is no where near things that are going on, they may come to them a some point. An example would be, I just had an orc war party burn an elf port city to the ground to stop a shipment of weapons. The group just knows about the town, not that it has been attacked due to being no surviors.

But accurate note taking and prep is a must. Your PCs will appericate it and it will make your job easier in the long run.
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7 months ago  ::  Nov 28, 2012 - 5:57PM #17
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,899

Nov 28, 2012 -- 4:25PM, SwampDog wrote:

Tip:  before you have any PC's set foot in your world, before you create any bad guys, or grand schemes, etc., have the world be livable.

That is, unless you're running some kind of nearly empty world, the average joe citizen needs some stability.   There needs to be an economy, and ways of goods exchanging hands, food being produced, etc.   All the standard things an average person has in the world.   Create all these things first.   Ask yourself what a typical day is for a typical citizen of your world, and there should be some variance in this from area to area.  

The world first.   Then decide what systems of government.  Then some interesting stuff going on in it that the players could stumble upon, complete with interesting NPCs.   It is only then is your world ready for adventure and PC's.




This is really good advice.

I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

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7 months ago  ::  Nov 28, 2012 - 9:13PM #18
CCS
Date Joined: Nov 27, 2006
Posts: 3,568

Nov 24, 2012 -- 8:27AM, Emirikol wrote:

What is a more efficient use of your time?  Creating art that only you appreciate, or creating something that can have a larger impact on the gaming communties worldwide?




Creating something that'll be appreciated by those I'm actually playing the game with.

I'm not at all concerned with having an impact upon gaming comunities worldwide, just the one I'm in atm.

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7 months ago  ::  Nov 30, 2012 - 4:10PM #19
BuddhaKai
Date Joined: Aug 23, 2010
Posts: 200

Nov 23, 2012 -- 9:55AM, Sir-Zalphon wrote:


Question I: What are everyone's thoughts regarding the usage of Homebrew Worlds as opposed to Established Ones?

Question II: What is required to make an entertaining Homebrew World?  

Question III: What are things to be avoided when creating a Homebrew World?




I:  I like creating my own homebrew campaing world.  I'm not very fond of the Realms, at all, and I don't know enough about Eberon or anywhere else to really care, beside the fact that what I do know about Eberon, I don't like.  Having my own world and creating as I go is fun, especially when my players/friends get tinto it and help give me idea or just names for towns or something.

II: Create a town and build out from there as you go.  Based on which way the players decide to go, start creating the world in that direction.  "You need to get to the lake of the Blind Guardian, this lake is 40 miles to your east, you can make it there on foot in roughtly two days.  (asuming PCs can walk 25 miles a day or so, and belive me, if you have even one Marine in the game, they'll tell you a PC can make 25 miles in a day.)
      Alternatively, you can create a continent by drawing a light outline and placing your Party in a town wherever you like.  From there you can create the world as you see fit in any direction as the story goes.  It sounds hard to do, but it's really not.  This is how I run every Saturday.

III:  Avoid Cliche.  You can have a Wizard's tower in the very center of a large lake, just make it different somehow.  Maybe Elves or Dwarves where created differently than they where from the Realms or maybe a PC race doesn't even exist.  I took a note from Darksun and made Gnomes non-existant in my campagin world...nobody seems to like Gnomes, and they just don't seem to have a reason to be in the setting.  Hell they didn't even have a reason for being in the 4e PHB at first.  

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7 months ago  ::  Nov 30, 2012 - 4:10PM #20
Emirikol
Date Joined: Mar 16, 2001
Posts: 160
I used to be a little anxious if I felt that the players knew more about a world than me, but I finally realized THATS A GOOD THING.  Its a lot easier and more imaginative when the players can contribute.

An example I used earler was when my friend Todd was running in the world of Nehwon (Fafhrd and the Grey Mouser).  I knew a ton about the world and could throw in anecdotes and info for the other players.  Since I wasn't a big jerk, I didn't point out that I felt I knew more than the GM was "expressing" in the games. 
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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