Stop calling the way I play D&D 'Homebrew'
Bottom line up front:
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The default term for a campaign or adventure made by the GM should be a campaign or an adventure. There is no need to stick the word âhomebrewâ to the front of it.
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When a publisher sells an adventure or campaign, that should be called a pre-written adventure or pre-written campaign.
I try to keep it positive, but this is a pet peeve. I donât know when it crawled into the D&D vernacular, maybe itâs been here forever, but increasingly Iâve heard the term âhomebrewâ being used too broadly.
I donât know when this started, maybe it has been around forever, but increasingly I am hearing the term âhomebrewâ being used to describe anything made by the players of the game rather than a vendor selling to the players of the game. Hereâs an example that even uses the term âHomebrew Campaignâ Link to Video
When I learned to run Adventurerâs League, I got an important introduction to running 5th edition âRules as Writtenâ or RAW. The rules of 5e are specific enough and have consensus interpretations thanks to the internet. Many people enjoy playing RAW, especially in community games run by GMs with whom they have not built trust. However, when I asked if there was a way to run my own adventures I was told, âAdventurerâs League isnât for homebrew. You need to run official approved stuff.â
I can understand not wanting players to use classes and feats from reddit, they will break the game and other peopleâs fun, but restraining the creativity of the dungeon master on content like monsters, and even scenarios was a new one to me.
Iâm going to have to side with Matt Coleville on this one. In his recent video, âHow Long Should An Adventure Be?â where he discusses how long-form 50-session campaign books are becoming the default form of play in modern D&D. He says, âmaking it the default is bad, it makes all of our lives harder.â I agree. As an extension, I believe relegating the creativity of the DM as a lesser category of homebrew hurts the game.