any1 got some tips for making a home brew pen and paper role playing game?you know like dungeons and dragons?
Always go with D20 which is the healthiest and most realistic system that is also quite more fun than the others.
Create your own pantheon and divine system in general, think well on how the Universe works, and until what spots you will limit your players to discover as a GM.
Classic, basic, yet so useful tips I got from my GM are:
- Create a HomeTown. This doesn’t mean have only one major city. But *at least* have one, wherein players won’t have a hard time finding resources they need. It’d also be absurd if they couldn’t reach some sort of riches even when their funds are sufficient, so… have at least one or two major cities and make one of em the HomeTown.
- Arrange well the complexities of the cities forehanded; such as the political system, various types of guilds and their affiliations with both legal and illegal organizations and deals, economy, markets, physical order of structures, law, guards, military etc. and the most important, how the city uses magic in its defence and offence protocols. This doesn’t only cover cases of attacks to or by the city, but also countering other types of attacks say like espionage, magical attacks and intrigues alike.
And as a subcategory to guilds, the thieves guild must be well set up cos it’s a classic for almost any medieval based RPG and it’s a phenomena that effects almost everyone in the city.
Now advises from me:
* First off; basically what you wanna do before starting the game is to prepare everything that players’ characters might live in-game. For this, thinking of the players as if they’re challenging your world is a great tool; do that and cover every area that they may push to unveil, or else you could be stuck on spots you didn’t build but the players need to see -and you’re the last person to be stuck as the GM- and in such a case the world wouldn’t feel so real and the players probably would play more disconnected and that would kill the spirit of RPG and *that* would ruin the whole point of playing.
Phew enough of the negatives, you’ll feel awesome tho, if you can make your players actually feel like a part of them is living inside that world. So, cover around the world and since you can’t really build EVERY single corner of it, practice some improvisational skill and practice it good, cos otherwise it will show when you’re making stuff up as you speak.
1. Spread quests all around the world, don’t minimize the amount of travel needed so to keep the adventure feeling more up. But as you do this don’t forget to keep the HomeTown as the centre of all the deal which is quite important for both the players and your in-game administration.
1-a) Know well how different cities, or even countries, interact with each other, so you won’t stumble upon politics and it’ll feel more lively.
1-b) To keep the HomeTown in a central role, either start off the quest there with the quest-giver an inhabitant of the city, or, if you won’t do that for any reason, place the scenes waiting to be played in and/or around the close neighbour of the city.
2. Make yourself a monster-dispersal map, know exactly which creature lives where. So it’ll be always fair on the players; they’ll be choosing to go to/through trouble, or to/through safety, not you. Of course you should also make the Challenge Ratings well levelled according to geography so a level 3 player won’t have to face a Pit Lord on his way to a close village from the HomeTown. For example, make the first HomeTown neighbour easy to start, then raise the toughness grade by grade as they move away from the city etc. I find using the Silkroad Online system particularly fit for a model; yet you are not to forget this is real RPG so don’t make it totally robotic as it is in MMORPGs, spill some fair surprises around unexpected areas as well (:
—
Playing a fore-game with the party (or separate ones for each party member) is a great thing I use before all my games, that gives me a chance to see both how the players are holding up with the world and theme -and make some changes if needed-, and how my world and quest is ticking generally -again, make some changes if needed-.
So shortly this is a way to warm the players up for the world and also something like a "safe test drive" for the GM.
—
I guess that’s all I can think of for now.
Good luck, all the best and keep it up