Creating Homebrew Content in RPGs! (GM Tips w/ Matt Mercer)

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πŸ‘οΈŽ︎ 92 πŸ‘€οΈŽ︎ u/MetalliMunk πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

A tip I would personally add: make sure your players know that any homebrew content is subject to balance changes as they use it. Sometimes no matter how much you balance beforehand, over/under-powered designs slip through and need to be adjusted to benefit the whole group.

πŸ‘οΈŽ︎ 87 πŸ‘€οΈŽ︎ u/alloftheabove2 πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

The quality of this Gm Tips seems very much improved, the first thing that struck me was the lighting and color. Everything seems a tad bit grey and really makes everything match especially with the cool background. LOVE IT! Please make more!

πŸ‘οΈŽ︎ 22 πŸ‘€οΈŽ︎ u/AmuRAA πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

For more DM advice from Matt, including homebrew information and rules he has customized for Critical Role, check out the subreddit wiki page on the subject! (you can always find this link in the sidebar).

https://www.reddit.com/r/criticalrole/wiki/faq/matthewmercer

(That wiki page contains a link to the full YT playlist of all videos in the GM Tips series as well.)

πŸ‘οΈŽ︎ 18 πŸ‘€οΈŽ︎ u/dasbif πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

For those newer to D&D wondering where Melf and Bigby come from.

https://en.wikipedia.org/wiki/Melf

https://en.wikipedia.org/wiki/Bigby_(Greyhawk)

πŸ‘οΈŽ︎ 7 πŸ‘€οΈŽ︎ u/LinkStaticMDK πŸ“…οΈŽ︎ Feb 24 2017 πŸ—«︎ replies

About time they came out, I'm always dying for content

πŸ‘οΈŽ︎ 5 πŸ‘€οΈŽ︎ u/Scorpion476 πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

Aw, yis!! I missed these.

πŸ‘οΈŽ︎ 2 πŸ‘€οΈŽ︎ u/heatherwassing πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

The content's solid, but my favorite part is that you can tell this took several cuts and re-shoots because not all the scenes line up properly, as every time a re-shoot occurred the hourglass got turned over so it could continue flowing. Gives a bit of insight into how much time it took to make and that it's not done all in one go.

πŸ‘οΈŽ︎ 4 πŸ‘€οΈŽ︎ u/Kinie πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies

Production quality is way up, but the brass dragon mini and chest were vibrating every time he nudged the table (and it's REALLY distracting to me). Content as great as always.

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/Iwasseriousface πŸ“…οΈŽ︎ Feb 23 2017 πŸ—«︎ replies
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MATT: Hello! My name is Matthew Mercer. I am a voice actor and the Dungeon Master for Critical Role here at Geek & Sundry, and today's episode of GM tips is going to discuss some suggestions I have should you be inspired to homebrew your own RPG content. [intro music] Now homebrewing, or creating original game content for a campaign or system, can be very inspiring and fulfilling, whether it be creating your own character class options or new ideas for abilities and equipment, it's an exercise in design and creative writing that can really improve your understanding of the game, and aide in customizing your players' experiences. It's also a process fraught with many challenges, and easily-made mistakes. Here, I hope to discuss a few of these elements to help you take a crack at it, should you be so inclined. First up, custom player content. This generally involves new player options not in the official books. Using D&D as an example, the creation of new feats, new class abilities or archetypes, and entirely new character classes would fall into this category. Now, mind you, homebrew isn't only the realm of the GM either. Designing new spells for your sorcerer is a fun and creative pastime for many players, and originally how some of these damn spells got designed in the first place. I'm looking at you, Melf and Bigby. Which, by the way, is there no greater name for a mage than Melf? It's like you already know about him with just that. Take a guess what sex and race Melf was. Also, can I mention, his flair for alliteration? Man, it's all been downhill since. Anyway, before you do anything, perhaps have a decent knowledge of the rules as well. Now, when designing new player features and options, first, begin with the idea. What makes it unique and cool against all the existing options? Does it add a missing mechanical element to your games, or bring a fun new narrative flavor to it? Write down the messy initial design and function of the new idea. Wow, that was complicated and over written, isn't it? That's okay! Now, think about the terminology and how you can condense and simplify it. Use existing rules and similar abilities in the core books as inspiration for verbage. Try your best to make it as concise and easy to understand as possible. Now, following the design, do some research to make sure it hasn't already been done. Look on the internet, scour come homebrew forums, and wikis for existing content that is similar to what you've designed. This will help inform you if you've wandered into already-treaded territory. And, if you have, that's okay! You now have a great example to learn from and can now either adopt elements of or the entire existing homebrew or alter your own design to be unique against the discovered predecessor. Just remember, if you borrow or use existing homebrew content, always give credit. Seriously. Next, compare the power level and capability of the new feature to existing official abilities. Our instincts sometimes is to make something cool also be <i>really fucking powerful</i>! And you can use this period to reel is back a bit, and try to balance it within the game system. Consider many different scenarios you can see this ability being used in. Consider any possible synergies it may have with other character class abilities, items, or feats that might make it unintentionally strong. Even playtest it yourself, or with the willing friend who is happy to work for pizza or backrubs, in a number of stress test circumstances or scenarios where you feel it could be exploited. Then, record your feedback, and adjust or tweak the ability to better fit within the existing boundaries of the game system’s balance. When designing new character classes, repeat the above steps for each new feature once you've completed the initial design. I know, it's a lengthy process, but it's also extremely important to ensure you both learn about the core boundaries of the system’s intended balance, and it helps you end up feeling like you've made something wholly unique and fresh. The next step will require some bravery, and while not required, I highly recommend it. Post your design on the internet for feedback. There are some amazing communities that enjoy and focus on homebrew content, and aiding in its creation. Like Reddit's D&D Homebrew, or Unearthed Arcana Communities. Many experienced designers, with a keen eye for the pitfalls of early homebrew can quickly help you shape up your design. Some of these same people can sometimes be rather blunt and dry with their feedback. But know it comes from a place of honest intent to help. And don't take any of it personally please. We are all in these places of the web to share and learn. Now, when you're feeling confident in your design, go ahead and offer it to your players. Have them take a read and perhaps one or more may with to give it a spin in the future. If not, no worries. You have plenty of NPCs who can bring it on down the road. There are also emerging places where you can upload your homebrew content for others to use and enjoy. The aforementioned reddit communities also enjoy completed homebrew releases, as well as the DM's Guild at dmsguild.com, an official community open store where you can upload your completed D&D content for the community to purchase, write, and utilize. Even possibly make you a little pocket change. I would recommend you read the guidelines for such places before uploading to ensure the quality of the materials you present and the legal details are kosher with you. This is also a great resource for researching any existing content that may be similar to your design in earlier stages. Now if you are a player designing new abilities, items, or spells for your character to utilize, you can go through all these same steps, but you have one big difference. You need to also work with your GM and their approval. They will be a great resources, and really the only needed source to use this for your home game, through the process. And it's their final approval you need before you can use any of your designs. Let them know early of your intent. I hope these have been helpful for you and any other tips you may have picked up in this video. Thank you so much for watching, and I'll see you on the internet. [music]
Info
Channel: Geek & Sundry
Views: 580,837
Rating: 4.980989 out of 5
Keywords: geek and sundry, geek & sundry, felicia day, the guild, charlie supernatural, fvid, gm, dm, stranger things, matt mercer, dungeons and dragons, amateur, rpg, role playing game, dnd, d&d
Id: k65s1-1TVGQ
Channel Id: undefined
Length: 5min 37sec (337 seconds)
Published: Thu Feb 23 2017
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