Homebrewers: What kind of game do you run?


Homebrew and House Rules

Silver Crusade

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Looking for experiences people had with their homebrews, to aid mine.

What I like to run in my homebrew games:
I find that homebrew games allow a lot more in the way of storytelling for the PCs, most APs cannot reference a player specifically because there's no way to know what their backstory is. After a few sessions, a DM can get a good idea on a PC and develop an interactive story around them.

I try to find something engaging for every character in the party at every session, even if it involves some solo play for a short while.

I prefer sandbox games, and try to implement them where it makes sense and not use it in every situation. I also like puzzles for my PCs to solve, but I've found most players do not like that, and have had to cut them out.

I also go into a session with descriptions already done for things, but I do not have specific scripts or events written up. I let the players decide where they want to go, then start building the story in that direction. Sometimes it involves making a lot of stuff up on the spot, then once the session is over, fleshing that out more for next time.

Encounters end thematically, not mathematically, most of the time.

I like to, on occasion, give heroic descriptions during fights, of precisely what a character did that round (some groups much more than others). I like to give the same to how badly an enemy hurt them.

Lastly, every NPC is a bad guy, until the PCs treat them nicely, then maybe they are a good guy :P


I like to design worlds that aren't just my take on a whole bunch real world cultures vaguely reskinned and crammed together. I either want something as its own feel as Dark Sun was or I want to take a single culture and try to figure out how to immerse and expand it into a whole world. My favorite parts of world building have always been of a myth crafting and a cultural anthropological nature.


I still haven't got mine off the ground yet because I'm still refining the creation myth for my world. Next will come the myths explaining the initial interactions among the gods and why some are allies and others enemies. Next comes the stories of the earliest mythic heroes, then the first cities, then the first empires, then the more realistic political and sociological crap in broad strokes, then a laserlike focus on the present, along with some general ideas of what will happen in the future if the PCs didn't exist, and several pivotal moments or changes and what the future would be like if the PCs brought them about (or failed to stop them).

I have a bad habit of forgetting that nonhuman races and fantasy elements exist, so I have a little buzzer that occasionally goes off, and when it does I insert fantastic elements and try to incorporate them.

As for the geography of the planet, I usually just take a randomly generated Huge map from a game of Civilization V and use that.


I design a pantheon of gods first and give them substance. Like where did they come from, what they do, how they interact with mortals and so on. Then i figure out where my material plane and other planes comes from. After that i make a pretty rich history that walks through the first rise and fall of a couple of civilizations and what advances they made and their downfalls. I usually try to work with a different kind of world, not just one that that mimics our own. Im working on one right now where the world (im calling it terra for right now until i can find a better name) has been blown up by a war fought among the deities that released a cataclysmic energy. The world is starting to reform, but half of it is still floating around in the void, some pieces as big as continents, while much of it are just island sized. But then i decide on which races i have and make a new one if i have to. Like i just made a half troll which is actually pretty balanced from the advanced race guide race builder rules. But after I have a good foundation with enough NPCs already in place like rulers and organizations and those kinds of things i just throw my players into it and for the most part the games are pretty well received.


VargrBoartusk wrote:
I like to design worlds that aren't just my take on a whole bunch real world cultures vaguely reskinned and crammed together. I either want something as its own feel as Dark Sun was or I want to take a single culture and try to figure out how to immerse and expand it into a whole world. My favorite parts of world building have always been of a myth crafting and a cultural anthropological nature.

I'm quite the opposite. I love taking real-world cultures and re-examining them through the fantastical lens. For example, one of the major powers in my homebrew setting is "ancient Persian/Babylonian empire... with necromancers and a council of mummified ex-rulers". Another is "ancient Rome... with winged elf mage-emperors and magic-resistant human soldiers". And such like. I'm admittedly not vague about it, pretty blunt actually, but the juxtaposition is part of what I enjoy about it.

A lot of my world has come from suggestions, ideas, contributions, or stories put together by my players. It's really a collaborative effort.


Pathfinder Lost Omens, Rulebook Subscriber

My world is mostly structure fluff atm.
For instance it is composed of only 3 "planes" the spiritual plane, the matirial plane and the plane of the dead which are layered on top of one another, and seep through in placed. (for instance a ghost would just be a person from the plane of the dead who is "bleeding though" into the matirial plane.)
I've also completely removed alignment my games. every nation and race is considered "neutral" and no country empire or race is "evil" and "the bad guys" change drasticly based on where you ask.
Tech and sociaty wise i set my games around anchent greek city states rather than something resembling medieval Europe. those city states tend to be wary of each other and look down on people from the other city states.
Magic is Rare and the domain of the spirits and gods. people wishing to learn it would need to learn directly from another rare magic user or from the spirits themselves. the gods have much less power and rarely if ever influence things directly. only the highest members of a church or cult are capable of becoming clerics.
*(mechanicly this makes every Prepared full caster a prestige class that requires 16 casting stat and 4 ranks in knowlage [arcane, religon or nature] as appropriate. paladins and rangers have the same reqirement only needing 12 casting stat and 2 knowlage respectivly)

the world is mysterious and uncharted and states rarely have maps detailing the world far beyond their borders and never with any accuracy.

The Exchange

Kekkres wrote:

My world is mostly structure fluff atm.

For instance it is composed of only 3 "planes" the spiritual plane, the matirial plane and the plane of the dead which are layered on top of one another, and seep through in placed. (for instance a ghost would just be a person from the plane of the dead who is "bleeding though" into the matirial plane.)
I've also completely removed alignment my games. every nation and race is considered "neutral" and no country empire or race is "evil" and "the bad guys" change drasticly based on where you ask.
Tech and sociaty wise i set my games around anchent greek city states rather than something resembling medieval Europe. those city states tend to be wary of each other and look down on people from the other city states.
Magic is Rare and the domain of the spirits and gods. people wishing to learn it would need to learn directly from another rare magic user or from the spirits themselves. the gods have much less power and rarely if ever influence things directly. only the highest members of a church or cult are capable of becoming clerics.
*(mechanicly this makes every Prepared full caster a prestige class that requires 16 casting stat and 4 ranks in knowlage [arcane, religon or nature] as appropriate. paladins and rangers have the same reqirement only needing 12 casting stat and 2 knowlage respectivly)

the world is mysterious and uncharted and states rarely have maps detailing the world far beyond their borders and never with any accuracy.

stealing this....


Pathfinder Lost Omens, Rulebook Subscriber
Fake Healer wrote:
Kekkres wrote:
*snip*
stealing this....

Glad you like it! ^_^


Of course, one big problem you run into if you try and forgo using other cultures as models is the potential for your world to turn into a confusing cluster****. That's one reason the John Carter movie didn't do too well with general audiences.


Kekkres wrote:
My world is mostly structure fluff atm.

An all too common purgatory in which potential campaign worlds find themselves...

Mine is a "classic" fantasy world, with mighty ritual and "world magic" juxtaposed with moderate and more subtle "personal magic". It contains an Elven empire in decline, a Dwarven kingdom allied with (but antagonistic to) the Elves, several Human "proto-kingdoms" (who are subservient to, but agitating under, the Elven empire), an expanding Goblinoid empire, and the shattered remains (and playable descendents) of an ancient Giant culture. Also, my world features unique deities who form a perfectly balanced circle of opposition, based on the Nine Alignments of Pathfinder. The irony here is that I won't be using alignment for mortals.

It draws inspiration from the original AD&D Deities and Demigods, Arcana Unearthed, Star Trek, Star Wars, the Forgotten Realms, and of course Lord of the Rings, among others.

But....its so much! I never have gotten more than broad strokes and a few Gods written down, as I constantly vacillate between spending the rest of my natural life detailing and running games in my world, and starting a classic Greyhawk campaign, or relaunching a customized "FRZero" Forgotten Realms campaign, or even throwing in the towel completely and running AP after AP in a Golarion campaign....

May we all find the strength to forge our own paths. Lol.


Drannor Hawksley wrote:
I also go into a session with descriptions already done for things, but I do not have specific scripts or events written up. I let the players decide where they want to go, then start building the story in that direction. Sometimes it involves making a lot of stuff up on the spot, then once the session is over, fleshing that out more for next time.

That's pretty much how I've always run games. I tried planning things out ahead of time early in my GM career, but the players seem to find ways around things I didn't expect and whole swaths of story got trashed. So I stopped, and got better and better with "doing things on the fly". I haven't written an adventure in about 20 years. I'll jot down ideas and what not, but that's the extent.

Orthos wrote:
I'm quite the opposite. I love taking real-world cultures and re-examining them through the fantastical lens. For example, one of the major powers in my homebrew setting is "ancient Persian/Babylonian empire... with necromancers and a council of mummified ex-rulers".

I do the same. I have a Mezoamerican/lizard-folk/chaos-worshiper power in the southern jungles. Differant races have differant IRL cultures I base off of. Right now my High elf empire is kinda doing a middle-ages french/feudal japan thing. I really like your "council of mummified ex-rulers" thing though... I may have to steal the idea.

Mine is pretty gritty. There's plenty of racism, bigotry and what not to go around. The surface of my world looks similar to our world, but I've removed most scientific principles (please forgive my spelling). Diseases are in fact possessions by minor evil spirits, not the cause of a virus and what not. "Remove disease" is a minor exorcism. The races are differant because of a differant elemental balance, not because of DNA. Things like that.

Mostly I try to make everything make sense... unless the forces of chaos are involved. Puzzles are there for a reason, not just because I want to stump the players.

The world happens around the PC's and they act or react to it. They really only have an effect on the world when they're powerful enough for it to make sense. You don't save the world till at least 15th level...

My world resides in a crystal sphere floating in the astral. It's flat and 2 sided like a coin. So you can in fact go deep enough to pop out the other side. Or at some edges where the ocean reaches around, you can swim through deep enough to emerge on the other side as well.

My NPCs run the gammot, like in real life. My bad guys have differant motivations, and few of them are suicidally evil. But they have their own time lines, and if the players drop the quest, or screw up big, the bad guys can... and have won in the past.

The "Big" conflict in my world really isn't between good and evil, it's between law and chaos. I have churches that have good end evil sects within them. The goddess of wisdom has a lot of good aligned preists, but the other side of that, she has a sect of inquisitors who will in fact torture people to get the info they need.

I've started really buckling down and mapping the world recently. I've made a photoshop .pst file that allows me to "paint in" pretty much anything I need. I'm starting off with how the map looks in early history and marking down where everything is. "Well this looks like a good place for a city". In later era's I know where my older cities and ruins are and why they're there. But also, if They want to play in an earlier age, they can and see what that ruin looked and felt like when it was a functioning city.

Most of this isn't in play yet, unfortunatly... with job and kids and what have you, it's fallen by the wayside. But I work on it when I can.

In the short term, because the above stated is a lot of long term work. Make one large dungeon close-ish to a large city. Random encounter and loot can make for a nice story. At low levels they're not really important enough to be given quests. Dungeons repopulate... just because you clear it out once doesn't mean something won't move back in. Cleaning it out from time to time might be good work on behalf of the nearby city. You don't want those thing accumulating constantly near your city do you? If you do this, give them graph paper and make them keep their own maps.

If photoshop isn't your thing I suggest finding a 3' tall roll of 8-10 squares/inch graph paper. It gives you a lot of room to play with when designing a city or dungeon.

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