Dammit Victor
Legendary Pubber
- Joined
- Aug 18, 2017
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Figure I can either talk about my personal homebrew settings-- my eventual professionally published settings-- or the folding, spindling, and mutilation that I put existing published settings through. Since I get stuck in weird ruts and have only tried to run the same four or five campaigns over the past twenty years... this is actually fairly easy.
We'll start with Spelljammer, my favoritest of the TSR settings, and the baseline for what "my D&D" looks like:
We'll start with Spelljammer, my favoritest of the TSR settings, and the baseline for what "my D&D" looks like:
- The game's not set in the Radiant Triangle. There is no Radiant Triangle. Nobody's heard of Realmspace, Krynnspace, or Greyspace.
- The game's not set in the Great Wheel. Academics argue about the source of the elements and the afterlife, but none of their theories are verifiable. Extraplanar entities are heavily downplayed as setting elements.
- It uses an expanded class list: more, narrower Mage classes; more, diversified (and non-theistic) Priest classes; Barbarians, Bards, Ninjas/Assassins, Monks are all standard. Martial Arts Proficiencies from OA/CNHB are available to all classes from all cultures.
- Complete Spacefarer's Handbook races (and the Gith) are emphasized over non-human PHB races; the line between Race-and-Class and Race-as-Class is blurred by bespoke racial classes and more idiosyncratic class restrictions.
- The Inhuman War occurred in the distant past and explains why orcs and goblinoids are lesser powers; modern references to the Inhuman Wars are replaced with the ongoing Elf/Gith/Kreen hot-and-cold war.
- The concept of Immortals from BECMI/Mystara is in place. I'm toying with the idea of Immortals being divine patrons, but really personal divine patrons.