I've only ever played in homebrew campaigns with friends as DMs. Homebrew campaigns are a lot of work, but they're fun and allow you ti adjust difficulty for your player level and go at your own pace. Sourcebooks seem to have a more story driven focus, whereas homebrew has a Zelda Breath of the Wild feel to it, or maybe Skyrim. However, the source books seem really fun, and seem to have a lot of good and creative resources for DM's. I own a few and just enjoy reading them and getting ideas. But I'm interested to hear: has anyone here played both or at least dabbled in them and what are your thoughts? Not really asking if one or the other is better, just what are some opinions and reasons for playing what you play
I’ve only tried a pre-written Campaign once. My group didn’t get very far into it because we kinda lost interest. I’ve done a lot of homebrew and I understand you Breath of the Wild description of them. However, I think that also has to do with your DM. My DM really enjoys story and world building so our campaigns usually have a story. I also find that if you are a newer DM you may not be super familiar with the world a pre written module takes place in. This said homebrewing a world may be easier (if you are good at writing and enjoy it) because YOU created it and know what it is like. I also like that you can go at your pub pace. Another benefit of homebrew is the DM can modify future sessions based off the characters decisions.
Those are my thoughts. Like I said I’ve done a lot more homebrew than not. I would eventually like to play a pre written module to see how it’s played but I am happy with how the campaign I’m currently in is going.
I’ve only tried a pre-written Campaign once. My group didn’t get very far into it because we kinda lost interest. I’ve done a lot of homebrew and I understand you Breath of the Wild description of them. However, I think that also has to do with your DM. My DM really enjoys story and world building so our campaigns usually have a story. I also find that if you are a newer DM you may not be super familiar with the world a pre written module takes place in. This said homebrewing a world may be easier (if you are good at writing and enjoy it) because YOU created it and know what it is like. I also like that you can go at your pub pace. Another benefit of homebrew is the DM can modify future sessions based off the characters decisions.
Those are my thoughts. Like I said I’ve done a lot more homebrew than not. I would eventually like to play a pre written module to see how it’s played but I am happy with how the campaign I’m currently in is going.
I agree. yeah the ones I play in definitely have a story, they're just player-oriented so we can go wherever in the world (within reason) and still have stuff to do. Although the stoy destinations are usually diverse enough. i think the big thing for me is that characters don't get as much individual development in a pre-written adventure as they would in a homebrew
You give video game examples (the genre being 'open world' rather than the tabletop's railroad, or 'linear'), and I think there's merits for that style as much as there is Dragon Age or BioShock, which are 'hub-based,' or Of Orcs & Men and Mars: War Logs, which are most certainly railroaded. Sometimes you want a big open world that's entirely in your control, and you can set very wide railroad tracks for your players in a homebrew setting. Sometimes you just want to run an adventure where there's a limited set of options that you don't want to think too hard on.
Much as I like thinking about my setting of the Land of Nod, I sure as Hell don't like committing it all to paper, and then having to make maps, and then having to redraft all the extensive information I've made because something doesn't make sense. And you can't know it will until it's tried and tested by at least one other pair of eyes in actual play, which requires further note-taking, information tracking and (not-so-)subtle edits. I have nothing against anyone homebrewing though, rather I admire the amount of effort it takes the deeper it drags you into it.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
I think it depends on how it's done and really the DM in charge of it.
For example, most DM's if they are going to use modules, probably are going to do their own thing to flavor it (unless of course adventure league, I think those are supposed to be played as is but I honestly don't know) or do something to make it their own. So really it comes down to what they want to do with the material provided (which is why Matt Mercer was vague on a lot of things on the first book he released that even has pre-planned adventures, due to the fact he wanted folks to utilize their own creativity). The module that I'm playing with my group is based off an old DnD module but the DM has completely made it his own (I think when it comes down to it, the steps of the beginning campaign are there but I do know the Gods he's using and other elements are strictly homebrew).
I'm going to also start running a Curse of Strahd campaign soon and I've used notes or ideas (and changed them and added some) to make sure that it was my spin on it) versus just the module itself. Also, sometimes homebrew ideas can even just put modules in existing campaigns that are homebrewed, I've seen that work well.
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I've only ever played in homebrew campaigns with friends as DMs. Homebrew campaigns are a lot of work, but they're fun and allow you ti adjust difficulty for your player level and go at your own pace. Sourcebooks seem to have a more story driven focus, whereas homebrew has a Zelda Breath of the Wild feel to it, or maybe Skyrim. However, the source books seem really fun, and seem to have a lot of good and creative resources for DM's. I own a few and just enjoy reading them and getting ideas. But I'm interested to hear: has anyone here played both or at least dabbled in them and what are your thoughts? Not really asking if one or the other is better, just what are some opinions and reasons for playing what you play
Updog
I’ve only tried a pre-written Campaign once. My group didn’t get very far into it because we kinda lost interest. I’ve done a lot of homebrew and I understand you Breath of the Wild description of them. However, I think that also has to do with your DM. My DM really enjoys story and world building so our campaigns usually have a story. I also find that if you are a newer DM you may not be super familiar with the world a pre written module takes place in. This said homebrewing a world may be easier (if you are good at writing and enjoy it) because YOU created it and know what it is like. I also like that you can go at your pub pace. Another benefit of homebrew is the DM can modify future sessions based off the characters decisions.
Those are my thoughts. Like I said I’ve done a lot more homebrew than not. I would eventually like to play a pre written module to see how it’s played but I am happy with how the campaign I’m currently in is going.
I agree. yeah the ones I play in definitely have a story, they're just player-oriented so we can go wherever in the world (within reason) and still have stuff to do. Although the stoy destinations are usually diverse enough. i think the big thing for me is that characters don't get as much individual development in a pre-written adventure as they would in a homebrew
Updog
You give video game examples (the genre being 'open world' rather than the tabletop's railroad, or 'linear'), and I think there's merits for that style as much as there is Dragon Age or BioShock, which are 'hub-based,' or Of Orcs & Men and Mars: War Logs, which are most certainly railroaded. Sometimes you want a big open world that's entirely in your control, and you can set very wide railroad tracks for your players in a homebrew setting. Sometimes you just want to run an adventure where there's a limited set of options that you don't want to think too hard on.
Much as I like thinking about my setting of the Land of Nod, I sure as Hell don't like committing it all to paper, and then having to make maps, and then having to redraft all the extensive information I've made because something doesn't make sense. And you can't know it will until it's tried and tested by at least one other pair of eyes in actual play, which requires further note-taking, information tracking and (not-so-)subtle edits. I have nothing against anyone homebrewing though, rather I admire the amount of effort it takes the deeper it drags you into it.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
I think it depends on how it's done and really the DM in charge of it.
For example, most DM's if they are going to use modules, probably are going to do their own thing to flavor it (unless of course adventure league, I think those are supposed to be played as is but I honestly don't know) or do something to make it their own. So really it comes down to what they want to do with the material provided (which is why Matt Mercer was vague on a lot of things on the first book he released that even has pre-planned adventures, due to the fact he wanted folks to utilize their own creativity). The module that I'm playing with my group is based off an old DnD module but the DM has completely made it his own (I think when it comes down to it, the steps of the beginning campaign are there but I do know the Gods he's using and other elements are strictly homebrew).
I'm going to also start running a Curse of Strahd campaign soon and I've used notes or ideas (and changed them and added some) to make sure that it was my spin on it) versus just the module itself. Also, sometimes homebrew ideas can even just put modules in existing campaigns that are homebrewed, I've seen that work well.