So I've been working on a homebrew world for sometime now, long enough that I feel comfortable to run a game in it. My problem right now is the pitch for the game (for a forum post etc.). I'd like to keep a "sandbox" feel to the actual game and so I'm struggling the "short and simple" "here's what I've got" type summary of the world to peak an interest in possible players.
Anyone has any tips on what to include in that kind of summary of a homebrew world?
I would suggest highlighting some locations and features of the world through major events that the characters would be aware of at the start of the game.
e.g. <Major power> had taken over the <critical location, give some background - source of magic, etc.>. How will the world react? Does a character have a link to either? <Monsters> are threatening the <nation, again background>, disrupting trade routes and travel, leaving many remote settlements struggling/fending for themselves. Are players starting in one of those? Prophecy telling of a looming change/disaster/etc. <powers, which - details> put their weight behind make sure it does/doesn't happen. Are characters pawns in this game? Do they stumble into the scheming?
Happy to brainstorm further on more concrete information,
Other parts that might have been designed in a particular way for your campaign can be useful to include as well (e.g. new or excluded races and classes) along with some indicators of what style of play to expect in the setting (high/low magic, lvle of wealth, political intrigue etc.)
I know these could vary within your setting, but since you are now taking it to a campaign, this could be useful to help you attract the right players that are interested.
What I normally do when pitching a homebrew world to my players is to introduce them to something new, something that is in your world(s) that isn't found in other campaigns. Whether that's a new game mechanic, a new race, a new class, location, whatever, give them a little taste of what makes /your/ campaign special. Then, as Ryan above said, let them know what they'll be doing in the world. I normally like to give the players a new race or class that they can play as, which I find also helps with engagement.
I know this is more structured of a response than what I understand you were hoping for, but I hope it helps! Happy DMing!
Tez
Rollback Post to RevisionRollBack
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin'sFrom Dusk to Dawn Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
This was a fun thread from a while back where posters on this sub forum were challenged to explain their homebrew world in a paragraph. There's some real outstanding efforts and a lot of different styles to choose from in manner of presentation. Rather than tell you how to pitch your world, I'd encourage you to check out that thread and to get some ideas on how to give your world shape for a potential player, and in a succinct style with a little flare.
After that "flavoring" I'd do the usual "looking for character ideas: level x-y, list any class/race limitations, or simply advise potential players to come up with a simple back story to develop something with the DM that engages the world (and potential homebrew or outside the standard options you'd like to see put in play).
Hello!
So I've been working on a homebrew world for sometime now, long enough that I feel comfortable to run a game in it. My problem right now is the pitch for the game (for a forum post etc.). I'd like to keep a "sandbox" feel to the actual game and so I'm struggling the "short and simple" "here's what I've got" type summary of the world to peak an interest in possible players.
Anyone has any tips on what to include in that kind of summary of a homebrew world?
Cheers,
-Peak
Heya.
I would suggest highlighting some locations and features of the world through major events that the characters would be aware of at the start of the game.
e.g. <Major power> had taken over the <critical location, give some background - source of magic, etc.>. How will the world react? Does a character have a link to either?
<Monsters> are threatening the <nation, again background>, disrupting trade routes and travel, leaving many remote settlements struggling/fending for themselves. Are players starting in one of those?
Prophecy telling of a looming change/disaster/etc. <powers, which - details> put their weight behind make sure it does/doesn't happen. Are characters pawns in this game? Do they stumble into the scheming?
Happy to brainstorm further on more concrete information,
Ryan
Other parts that might have been designed in a particular way for your campaign can be useful to include as well (e.g. new or excluded races and classes) along with some indicators of what style of play to expect in the setting (high/low magic, lvle of wealth, political intrigue etc.)
I know these could vary within your setting, but since you are now taking it to a campaign, this could be useful to help you attract the right players that are interested.
Hey!
What I normally do when pitching a homebrew world to my players is to introduce them to something new, something that is in your world(s) that isn't found in other campaigns. Whether that's a new game mechanic, a new race, a new class, location, whatever, give them a little taste of what makes /your/ campaign special. Then, as Ryan above said, let them know what they'll be doing in the world. I normally like to give the players a new race or class that they can play as, which I find also helps with engagement.
I know this is more structured of a response than what I understand you were hoping for, but I hope it helps! Happy DMing!
Tez
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin's From Dusk to Dawn
Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
I'M BACK
PFP credit goes to Mo Willems
This was a fun thread from a while back where posters on this sub forum were challenged to explain their homebrew world in a paragraph. There's some real outstanding efforts and a lot of different styles to choose from in manner of presentation. Rather than tell you how to pitch your world, I'd encourage you to check out that thread and to get some ideas on how to give your world shape for a potential player, and in a succinct style with a little flare.
After that "flavoring" I'd do the usual "looking for character ideas: level x-y, list any class/race limitations, or simply advise potential players to come up with a simple back story to develop something with the DM that engages the world (and potential homebrew or outside the standard options you'd like to see put in play).
Jander Sunstar is the thinking person's Drizzt, fight me.