So me and the people i play with have played in a homebrew universe for a long team, and we want to stay in that universe, with the same map and all of that, but recently i've thought about playing a non-homebrew campaign (Hoard of the dragon queen) with the same characters and all of that as now, but we're still wanting to play in the homebrew universe.
So what do you do when you want to stay in a specific universe but want to play a campaign in another universe?
You can certainly adapt the locations to the homebrewed world. I would suggest just to read through all the adventure module and keep the most important locations at the same relative distances.
Yeah i dont play pre mades but i do copy them a lot. Its just easy to just say the city in the book is this one from another campaign. Remember if the players dont know it yet then its nothing still.
Meaning things can easily change as long as the players dont know about it.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
The biggest question here is "How much of the bahamut / tiamat lore holds true for your setting?" That's the hard part. The rest? You can easily port over by changing NPC and city names, and it won't have a major effect on the story. Cult of the Dragon can be swapped for just any Tiamat worshipers in the first place.
Heck, the Dragon Queen storyline is basically stolen from the Dragonlance setting in the first place. Takhisis (alias for Tiamat) trying to get physical is pretty much the central plot of most of the novels.
I've re-purposed the town of Harken (of 4th Edition's Nentir Vale setting) and the City of Melvaunt (of the Forgotten Realms setting) for my home game. Mostly I just took the map for Harken and filled it in with my own NPCs and story, and Melvaunt I mostly took whole cloth (NPCs and all) while sprinkling in some new locations and NPCs as well. For the most part, if your players haven't really experienced those places tin the Forgotten Realms that the HotDQ covers, they'll never know or care that you cribbed those areas for your game world.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I'm actually doing the opposite of what you are wanting to do. We started playing Horde of the Dragon Queen, and the party is in Baulders Gate right now. We have taken a break during Christmas and during that time I've decided to make a home brew world. So when we start our next session we will still be in the Realms, but a universe ending event is going to happen that will erase reality. Some god is going to take the party (currently level 4) and teleport then to the homebrew world to keep them safe with little to no immediate memory of how they got there until the universe ending event comes for that part of the multiverse.
Figured it was the only way I could drop the current story and start another and keep the same characters. But don't worry. Sometime around level 18 the heroes will (hopefully) save the multiverse and put everything back where it was.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So me and the people i play with have played in a homebrew universe for a long team, and we want to stay in that universe, with the same map and all of that, but recently i've thought about playing a non-homebrew campaign (Hoard of the dragon queen) with the same characters and all of that as now, but we're still wanting to play in the homebrew universe.
So what do you do when you want to stay in a specific universe but want to play a campaign in another universe?
You can certainly adapt the locations to the homebrewed world. I would suggest just to read through all the adventure module and keep the most important locations at the same relative distances.
I am always stealing adventures, I have to fudge some of the details and locations, but for the most part you can work most adventures into any world.
Yeah i dont play pre mades but i do copy them a lot. Its just easy to just say the city in the book is this one from another campaign. Remember if the players dont know it yet then its nothing still.
Meaning things can easily change as long as the players dont know about it.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
The biggest question here is "How much of the bahamut / tiamat lore holds true for your setting?" That's the hard part. The rest? You can easily port over by changing NPC and city names, and it won't have a major effect on the story. Cult of the Dragon can be swapped for just any Tiamat worshipers in the first place.
Heck, the Dragon Queen storyline is basically stolen from the Dragonlance setting in the first place. Takhisis (alias for Tiamat) trying to get physical is pretty much the central plot of most of the novels.
I've re-purposed the town of Harken (of 4th Edition's Nentir Vale setting) and the City of Melvaunt (of the Forgotten Realms setting) for my home game. Mostly I just took the map for Harken and filled it in with my own NPCs and story, and Melvaunt I mostly took whole cloth (NPCs and all) while sprinkling in some new locations and NPCs as well. For the most part, if your players haven't really experienced those places tin the Forgotten Realms that the HotDQ covers, they'll never know or care that you cribbed those areas for your game world.
I'm actually doing the opposite of what you are wanting to do. We started playing Horde of the Dragon Queen, and the party is in Baulders Gate right now. We have taken a break during Christmas and during that time I've decided to make a home brew world. So when we start our next session we will still be in the Realms, but a universe ending event is going to happen that will erase reality. Some god is going to take the party (currently level 4) and teleport then to the homebrew world to keep them safe with little to no immediate memory of how they got there until the universe ending event comes for that part of the multiverse.
Figured it was the only way I could drop the current story and start another and keep the same characters. But don't worry. Sometime around level 18 the heroes will (hopefully) save the multiverse and put everything back where it was.