Been attempting to write my own homebrew as of late for when I eventually can have people over to play.
Writing it has been a lot of fun, especially since I've been basing the archipelago it takes place in on the world of Tales of Earthsea as a foundation (and who doesn't enjoy reading Earthsea?)
The archipelago surrounds a large mountain in the middle of the sea and it begins to crack like an egg, with monstrosities pouring forth into the lands surrounding it.
One of my favourite things about writing this is definitely the world building; having the archipelago be an off-shoot from the mainland (which is in the midst of its own troubles) really lets the players feel like super important cogs in a wheel.
They get to craft their own portions of this world's history.
The main issue that I think all homebrew peeps run into is making sure the world feels expansive but the campaign remains focused... But not TOO focused because otherwise it's restricting.
Walking that fine line is difficult when writing the campaign because you need certain things to happen to maintain interest but also have to make sure the players create organic stories.
Writing it has been a lot of fun, especially since I've been basing the archipelago it takes place in on the world of Tales of Earthsea as a foundation (and who doesn't enjoy reading Earthsea?)
The archipelago surrounds a large mountain in the middle of the sea and it begins to crack like an egg, with monstrosities pouring forth into the lands surrounding it.
One of my favourite things about writing this is definitely the world building; having the archipelago be an off-shoot from the mainland (which is in the midst of its own troubles) really lets the players feel like super important cogs in a wheel.
They get to craft their own portions of this world's history.
The main issue that I think all homebrew peeps run into is making sure the world feels expansive but the campaign remains focused... But not TOO focused because otherwise it's restricting.
Walking that fine line is difficult when writing the campaign because you need certain things to happen to maintain interest but also have to make sure the players create organic stories.