The term “homebrew” comes up a lot in discussions about tabletop role-playing games, or TTRPGs. The concept has existed since the beginning of the genre, with game masters tweaking their games as they saw fit or building whole new games from the ground up using only basic information from existing RPGs.
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Most of them are based on the vast framework of theDungeons & Dragonsuniverse, which has an impressive library of materials these days, along with all of the spinoff and supplemental content available, the concept of the homebrewed game is more accessible than ever before.
Updated on September 25th by Kristy Ambrose:With the introduction of even more extra materials and a growing online community happy to devour them, it’s a good time to add even more to the list of homebrew resources for players or DMs that feel creative and ambitious. The concept of homebrew has gone well beyond unique settings or character classes. It can be used to put together whole modules and main storylines or fill in small details like spells and potions.

What Is Homebrew?
When a player or Dungeon Master makes their own unique character, module, scenario, or even a class or diety that isn’t explicitly in the lore but uses the same rules and backstory, it is considered a “homebrew”. Even a simple map made specifically for a campaign, but not directly taken from the related materials, is an example of a “homebrew” item in an RPG.
Homebrews are often the realm of more experienced players who are familiar with enough of the material to strike out on their own, but given the information now available, the homebrew seemsto be going mainstream and developing a life of its own. These days it’s easier to network with other players online and exchange ideas.

A homebrew campaign is a complete adventuring module that a Dungeon Master (DM) would put together for a party of characters. It’s a dungeon crawl, a rescue, or the acquisition of a precious artifact, set within an officialD&Dmodule or in yet another homebrew that the DM has crafted using similar resources. There are a few steps to follow to make this process easier and even fun so we can get to the best part, and that’s actually playing the game.
Browse The Resources
When Gary Gygax first created a set of rules for his miniature war game in the late 1970s, there was very little to work with that had come beforehand. This might have been an advantage initially, as the concept was fairly new and there were no prior rules to break. Today’s homebrewers have the opposite problem. It’s easy to feel overwhelmed by the amount of information available for each unique mix. Some materials are flexible and can be used for a variety of campaigns while others are situational.
Any of these can also be crafted from the ground up, but that’s entirely up to whoever is building the campaign and how much work they’re prepared to do. There are some handy resources DMs can use when they need inspiration, direction, or a handy equation. Remember thatD&Disn’t the only game in town when it comes to TTRPGs, and sometimes inspiration can come from another realm provided it follows the same basic rules.

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Choosing or Creating Your Module
The moduleis the setting in which the campaign takes place. A single adventuring campaign can go through a number of modules, so this is something that homebrewers should keep in mind if they want to build their own. Many of these resources are specific to certain genres when building a game that includes characters like vampires or pirates, while others are more general in nature. Modules often include campaign ideas that homebrewers can use.
The current library of modules and existing campaigns based onD&Drules offers something for everyone. There are literally hundreds to choose from, but some are iconic, inspiring more homebrews than others.

Examples Of Inspirational Campaigns and Modules
Building the Environment
If a homebrew campaign is built on an existing module, the DM may not want or feel the need to make any changes to the basic layout. However, the nature of homebrew means that they are free to do so if it compliments the adventure.
Geography
The biosphere in which the campaign will take place will already be determined by the module chosen, but the finer details could be a matter of homebrew. Add basic features like mountains or lakes when needed to give an adventuring party something to explore and some space to level up and find some nice loot. Consider flora, fauna, and weather along with seasonal concerns if the area has them.
Non-Player Characters
Also known as the NPC, these figures can be hostile or friendly and often serve as the expository elements in a campaign. They’re an essential part of the setting aside from holding up the basic framework of the story. Examples include tavern keepers, the local blacksmith, or the street urchin. In some games, an NPC is a potential party member.
Travel
No matter what kind of homebrew it is, the characters need to get from one place to another. Even the exact mechanics of teleportation options have to be integrated into the story in a way that doesn’t break the rules, but players don’t usually worry about that until higher levels. Game Masters need to determine how long it takes to travel on foot, and factors like season, terrain, and the character’s general fitness all have to be taken into account. A module or task could be time-sensitive as well, making this an even more important determination.
Encounters
A campaign is nothing without a series of carefully planned encounters. When it’s time to choose a monster for the heroes to fight, it’s possible to make something up based on the setting and rules, but inspiration can also be found in several handy resource books. Encounters can be tailored to challenge a party when it comes to fighting,whether it’s with spellcastingor steel.
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Character Creation and Progression
The races and classes available in any homebrew are determined by everything that’s been created up until this point. The local environment has a profound effect on the people and animals that the campaign will include and the party will encounter.
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Be Creative, But Keep It Balanced
There’s a lot for a Dungeon Master to put together when they’re hosting a game in the first place, and dealing with a homebrew campaign can make things even more complicated. A campaign should be challenging enough to entertain the party and make their leveling progress more interesting, but not so difficult that it’s frustrating nor so easy that it’s boring.
The task of creating, organizing, and running a campaign can be intimidating already. Adding unique creations into the mix makes things even more complicated. Fear not, as the same friendly TTRPG community that shares homebrew knowledge can help in this regard, too.
RPGs are all about customization, and the trend is gaining even more momentum, which means there’s enough material out there for any campaign that a DM can build. Remember to keep the party’s level and background in mind, make sure you bring a spare eraser to each session, and most importantly, have fun.