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6 months ago  ::  Nov 23, 2012 - 9:55AM #1
Sir-Zalphon
Date Joined: Sep 24, 2011
Posts: 125

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?
    
 
      

 

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6 months ago  ::  Nov 23, 2012 - 12:04PM #2
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726
1) I love my homebrewed world and have run over 100 sessions in that world.

2) Depends on how you make it.  You can make a collaborative world or one all your own.  If you make it all your own there is a pretty sizeable list of things you need to do, but first you have to have a general theme or story arc to your world.

"Magic is only found here and nowhere else, other creatures battle over this area."
"The world the game takes place on has lots of races but all but 2 (including humans) are non-native."
"The world has been the victim of a great racial cleansing and now humans and undead are all that remain in large numbers.  Tiny pockets of civilization, and other races, exist above a massive ocean of the living dead."

Stuff like that.

3) Same things when making a campaign.  Don't make things have to happen in order for something to progress.  Don't write yourself into a corner where there are no good answers.  Try to not limit the source material unless you know your players don't want to play with it (ie feel free to say "no psionics" if nobody wants to play a psion)

But all that is just a start. 
Currently working on making a Dex based defender.  Check it out here
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Need a few pre-generated characters for a one-shot you are running?  Want to get a baseline for what an effective build for a class you aren't familiar with?  Check out the Pregen thread here
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Also, I've recently done an episode on "Refluffing".  You can check that out here
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6 months ago  ::  Nov 24, 2012 - 5:49AM #3
Krusk
Date Joined: Nov 30, 2005
Posts: 4,927
  1. Greatly prefered whether I am a DM or player.
  2. Two things really

    1. Consistancy. If you decide a clan is going to be untrustworthy, the DM needs to remember this in future sessions. Nothing makes a homebrew world fall apart like instability. The players will try to learn the world, and if the DM is constantly changing it they will give up and not care. 
    2. A hook. You need something that makes your setting interesting when compared to something premade.

  3. A few things.

    1. Historical, Realistic, Gritty. I've found that any RPG that advertises these concepts never is. In reality its usually a thinley veiled excuse to be sexist, and occasionally racist.
    2. More than 2 pages of rules changes. (You can include additional add on rules all you want because they can be ignored.) Anything more than two pages hits the "Annoying to remember" mark and most players won't bother.
    3. Restrictive. You need enough variety in the world that all the players can make a character that is interesting to them, and different than another player. An all human samurai game might be fun if you get all the players to buy into it, but more often than not someone isn't interested. Have enough options that they don't have to all by the same thing, but don't stop them if they want to.
    4. Generic Fantasy Tolkien Rip Off. FR, Greyhawk, Dragonlance all already exist. Please don't make it again, no one cares.

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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6 months ago  ::  Nov 24, 2012 - 8:22AM #4
Dursus
Date Joined: Jul 7, 2012
Posts: 21
1. Absolutely love it, wouldn't go back
2. A lot really but I've found rather than trying to make a whole world at once its better to make the small pocket your group starts in. Then in your free time you sit and daydream (at least thats what I do) and think of ways you'd like the world to go and how that could fit to your party. A little inconsistancy in the beginning is alright, just be honest with your players and let them know that as a homebrew world its constantly evolving due in part to their actions. Really though once you have maybe half a dozen good sessions under your belt it HAS to be consistant with itself or suspension of disbelief is lost.
3. a number of things to avoid
     
    1. Modern Knowledge: Basically if your group wants to get cute and try to make gunpowder because THEY know how to do it just say no. It can feel like a dick move but trust me youre saving yourself a huge headache. Or if you want to be mean make it woefully ineffective against fantasy monsters.
    2. "Dark and Gritty" settings: if youre group is all for it then try but generally Id say shy away from the misery a bit. A DnG world can be fun but it devolves into misery porn way too easily. Maybe counter that by making a DnG world where the players are the ray of hope and happiness.
    3. Blatant Rip-Off: By this I mean setting your campaign in "Greybird" or "Central Earth" or "Dragon Spear". Dont copy paste entire ideas. That said, don't be afraid to steal a trope or character type here and there. They say there are no new ideas just new ways to tell them, so steal to your hearts content but make sure you make them yours and use a variety of sources for inspiration.

Good luck on your homebrewing sir! I adore mine and I hope you get the same satisfaction =D 
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6 months ago  ::  Nov 24, 2012 - 8:27AM #5
Emirikol
Date Joined: Mar 16, 2001
Posts: 160
When I was a kid, I essentially made a home-brew world roughly based on the world "Where the Evil Dwells" by Clifford Simack.  It morphed into what all worlds do:  a mish-mash of haphazard ideas.  I wasted an immense amount of time creating stuff that my players, nor anyone else, would ever read.  Looking back, I consider it to have been a terrible waste of time considerign what I'll state about pre-printed worlds below.

My friend Todd ran a game here in CO about 10 years ago, that was set in the Nehwon world (Fafhrd and the Grey Mouser), but he set on the shore and just created a couple duchies that were at war (so there were factions and intrique).  The world has a lot of potential, and having some ideas already made about the gods, magic, etc., really help players feel part of the world (same can be done for home-brew).

Now, regarding Published worlds:  

  • I've run campaigns in EVERY world that TSR or WOTC has ever put out (ever).
  • FROM experience, I can finally admit that by and large, I'd rather EXPAND existing material than have some pipe-dream that I can create it all myself.  (For example: we wrote a house rulebook for play in the CONAN d20RPG in the northern lands (Vanaheim, Asgard, Cimmeria, etc.) 
  • When you write expansions for Published worlds, OTHER PEOPLE CAN USE IT TOO.  Meaning you can be famous (ok, maybe several other people will read it..but some people will give you accolades for sharing.)
  • Published worlds have:  Novels, Comics, Forums, Reference Books, Maps, More Maps, Art, Fan Art, Scenarios, Fan Scenarios, Campaigns, integrated rules systems (into the game you're playing).  Your players have a chance to become more immersed in the hobby.
  • I used to get a bit turned off that perhaps a player may have read a bit more of the novels or whatever (FR was famous for this back in the day), but then I realized that THAT was what I wanted my players to do.  I'd rather be FLUFF-LAWYERED than rules-lawyered any day!
  • If there's something you don't want in a published world, you can always remove it or change it. Don't be absurd thinking this is why you ////cant/// use a published world.  Did a new supplement come out that put out somethign official about an area that you had already developed?  (TSR/WOTC did this with the Scarlet Brotherhood..I wasn't an Idiot Savant about it, I rolled with it..I just updated some stuff and kept what I wanted of my own).  Just note it in your house rulebook.  
  • It's much more efficient use of your limited hobby time to expand than to create everything from scratch.
  • Your players will need scenarios and a base ruleset more than a homebrew world. 

I think the only time I'd probably create a homebrew world anymore is if there was absolutely nothing about some world I needed detailed for some incredibly obscure game, or if I was working for a game company who hired me to create a world from scratch.


We're currently playing:  Indiana Jones (TSR), Pathfinder (Jade Regent), Warhammer Roleplay (3rd ed), Outbreak Undead.  There are tons of resources for those games, and for that I am thankful.


Lastly, I re-re-reference this piece of artwork and let it sink in for a minute:


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?





jh



..

Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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6 months ago  ::  Nov 25, 2012 - 11:33AM #6
ToeSama
Date Joined: May 4, 2008
Posts: 1,320
1) My homebrew has been going since 4e started, and will probably still be going strong even when 5e is released, whether we change systems or not. That being said, It's more something for the DM with time on their hands than the guy just trying to get a game going. That guy should stick to the prefab stuff.

2)Same stuff that's required to make it entertaining in a prefab world does. What that is exactly varies from person to person, so it's best to find some common ground about the setting when presenting the idea to your players.

3)While others have given a lot of good advice, I think the biggest thing to steer clear of is the following: DO NOT TRY TO DO EVERYTHING! Seriously, you will wear yourself out trying to get all these little details fleshed out before you start. Come up with stuff mid game and then stick to it. Take notes while you're playing of things that are worth noting about something, be it a community, a monster, or any other peice of flavor that gets introduced to the world. Trying to get things hammered out about someplace you and your players are not even going to go is a bad idea.

Hope this helps. Happy Gaming
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6 months ago  ::  Nov 25, 2012 - 1:10PM #7
aaronil
Date Joined: Sep 7, 2009
Posts: 119

I) I love homebrew, and I also love many published settings. It's really a matter of what scratches your D&D itch best.

II) I consider these three ingredients essential to making an interesting Homebrew World:

0. Free time
1. Players who enjoy exploring and even contributing to the Homebrew World. This doesn't have to be overt. For examplgrimy players heard haunted women singing while traversing haunted fields, and one commented "why is it always women singing? why can't men singing be spooky too?" Lightbulb! Well, now she is going to get a "random encounter" with the Singing Lads of Dunwood. Hehehe.
2. A map. A really well done map would be great, but starting out just a pencil sketch of where all the nations go, with some extra details for wherever the PCs start is sufficient. I've even heard of hexcrawling groups make up the map as they go.
3.  Conservation of energy. Don't do too much work up front, let it evolve with time, player contribution, and greasy fingers staining the maps. Learn how to prioritize planning and to design to what the players are most interested in. That's said, "prepping to improv" (encounter tables, lists of names, etc) is a great time-saving trick (especially for sandbox games) which does require time upfront but saves you in spades down the road.

III) Here are the things I've learned to avoid while making/running a Homebrew World:

1. Don't do too much work. Do "enough" work and make most of it relevant to the players. Every now and then you're going to design something just because the creative bug strikes you, and it may have zero application to your current campaign. *Most* of your design/writing, however, should be relevant to the main quest, interests, classes, themes, prestige paths, and so forth of your players.

2. Don't get stuck on one vision of your world. Don't let it go static. Having a strong guiding vision and hook for a Homebrew Campaign is essential. The key is to let that organically morph and adapt to contact with the players. If you pick up the Homebrew World five years later, the players should have left a mark and things should progress (or devolve).

3. Don't be afraid to steal good ideas! Do give credit where credit is due. Do modify ideas which might feel too familiar to players who know the source material. But do learn to steal shamelessly. Often something original will come out of it.

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6 months ago  ::  Nov 25, 2012 - 4:44PM #8
MacEochaid
Date Joined: Sep 20, 2008
Posts: 379
As someone who built an elaborate homebrew world when I was first Dungeon Mastering in Middle School with an epic set of myths and legends of the Elves and Gods and their role in the world, only to have a party drawn almost completely from the Complete Book of Humanoids . . . 

FIND OUT WHAT YOUR PLAYERS WANT TO PLAY FIRST!!!!

I had a Halfling Ninja, an Oni Fighter, and an Aaracokra Chaos Mage. With that starting point I not only would have been able to create a world that the characters would have been more invested in, it probably would have been more creative.
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6 months ago  ::  Nov 25, 2012 - 5:31PM #9
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426

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?




Depends pretty much purely on the kind of game you want, and if you as the DM enjoy world-building or not.

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

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



Whatever your group finds entertaining. Though, I will say, if you can make the world feel like a "real" place, something alive, rather than just plain and boring, you have created something special. 

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

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



    
Inconsistency is a big one. Try to help as much as you can with player suspension of disbelief.



Nov 24, 2012 -- 5:49AM, Krusk wrote:

  1. Greatly prefered whether I am a DM or player.
  2. Two things really

    1. Consistancy. If you decide a clan is going to be untrustworthy, the DM needs to remember this in future sessions. Nothing makes a homebrew world fall apart like instability. The players will try to learn the world, and if the DM is constantly changing it they will give up and not care. 
    2. A hook. You need something that makes your setting interesting when compared to something premade.

  3. A few things.

    1. Historical, Realistic, Gritty. I've found that any RPG that advertises these concepts never is. In reality its usually a thinley veiled excuse to be sexist, and occasionally racist.
    2. More than 2 pages of rules changes. (You can include additional add on rules all you want because they can be ignored.) Anything more than two pages hits the "Annoying to remember" mark and most players won't bother.
    3. Restrictive. You need enough variety in the world that all the players can make a character that is interesting to them, and different than another player. An all human samurai game might be fun if you get all the players to buy into it, but more often than not someone isn't interested. Have enough options that they don't have to all by the same thing, but don't stop them if they want to.
    4. Generic Fantasy Tolkien Rip Off. FR, Greyhawk, Dragonlance all already exist. Please don't make it again, no one cares.




This whole post, really.

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6 months ago  ::  Nov 25, 2012 - 8:39PM #10
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,822

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?



For fantasy I always use homebrew worlds.

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




Always ask "Why". Why things work. Why things are the way they are. Never stop asking yourself why. This will give you the nuts & bolts of your world. Without knowing how the gears in your world turn it will be hard for you to be consistent and prepared. Consistency with a setting is very important.

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



Avoid "just because" cliches unless you have asked yourself "why" and come up with a good reason. A good, original reason for a cliche to exist can make the cliche perfectly reasonable while giving it a breath of fresh air.
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

My blog and stuff http://dmingtowin.blogspot.com/
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