Poll: Is your campaign set in a homebrew world?
Thank you to everyone who answered yesterday's poll! We're still looking for opinions on physical products if you have the time to answer it.
For a completely unrelated reason we'd like to ask today about world building, homebrew and campaign settings.
Please complete the statement: 'My campaign is set in...'
The poll is multiple choice in case you're running multiple games at once. Please feel free to elaborate in the comments, it's always helpful and fascinating to read about these things!
Comments (134)
We’re playing a one piece style pirate adventure that runs loosely off Dune logic set within a world based off the forgotten realms
Colossus of the Drylands from daggerheart !
I'm technically running classic D&D but so far in the future it might as well be its own full homebrew
Currently running a campaign in the setting "The Delver's Guide to The Beast World"! Your art has been invaluable and a wonderful resource
A Homebrew world mixed up with some places and charactere from the forgotten realms
i have a homebrew world that i have been running in for 10 years but recently i have started merging it with Orden from Draw Steel.
Running a solo Tian Xia campaign, but I'm taking lots of liberties as cool ideas are rolled by Mythic GME. Plus I'm going full wuxia/xuanhuan and building sects and such. My favorite just now is the Black Crane Hall, a group of ninja in Chu Ye who follow Fumeiyoshi. One wing of the sect carries out vengeance missions for hire, and another steals from the undeservedly rich (mostly oni) to give to themselves.
I’m running a homebrew setting that draws from lots of inspirations, so I’m not sure I’d call it *fully* original (what is, we’re all influenced by what we consume), but certainly has taken a lot of work (which I enjoy) like hand drawing an intricate regional map and designing cities and cultures and npcs to populate it. The rule set/game mechanics are pretty faithful to 5e, with only a few house rules, but the setting’s an original hodgepodge. :)
I've run official module which have their own predetermined settings, but when I run a campaign from "scratch" it's in a homebrew I've developed since late 2019
I began the adventure as the world of Toril. We began in Faerun (because Forgotten Realms Pantheons are drilled into my head) with a few sessions of Character backstory development. The time period they live in comes shortly after the Spellplague, taking the place of the Second Sundering. 3 Cults have appeared all over the world, spread across continents that are my own homebrew spin on our favorite D&D settings/worlds: Land of Ansir - Athas & Al Qadim (West of Tyr on our map) Land of Krynn - Dragonlance Land of Inmortorum - Ravenloft Hmmm.... 3 Cults....3 Lands....If only there were 3 evil deities to match :) I tidy it up nice and neat with a horde of modules from Judges guild and Basic, all the way to 5e. I also wrote the Hollow World, Spelljammer, and Planescape settings into the story as well. If i notice the party seems to be losing steam, I will throw in Infinite Staircase, and Yawning Portal creating instant rejuvenation for play. I also crafted a ton of homebrew rules for downtime professions, bastions, and city play. All that to say, It's one big mashup and a whole lotta fun!
Completed a 5e campaign set in Wildemount a couple months ago, currently running two more set in Exandria and Barovia respectively. Another is a Daggerheart campaign set in a homebrew setting based on one of the blank maps provided. And then I have a campaign in the works set in a customized version of Tal'Dorei.
It's a completely homebrew setting that exists within the same realm as the forgotten realms but is cut off from it.
Critical Role. Wildemount, Exandria. Adventure hooks are my own,
My own homebrew that features jumps into a WIDE variety of published worlds AND games.
I build multiple worlds on World Anvil for books and TTRPG play
Doing a much embellished Tyranny of Dragons that takes the party all over the realms because there’s dragons everywhere! The dead dragon archaeology site was a huge hit! Printed it out and rolled out onto the gaming table! Gorgeous!
My campaign is essentially a bunch of oneshots in a trenchcoat, pulled together by a central guild and home city. One game we might be doing a museum heist, the next we might be fighting kaiju in the yokai realms. So I use a huge variety of maps!
I do a mix of homebrew and published campaigns such as Greyhawk, Forgotten Realms, and Planescape. However, I tend to take what I like and dump what I do not want to use in premade campaign settings.
Running a Critical Role set Campaign, set right after the end of the Calamity and the world is slowly rebuilding! A monster hunting style games, and my players are loving it!
An original homebrew world with deep roots of inspiration drawn from the world(s) of Malazan Book of the Fallen.
It started as a retelling of the cancelled BG3 The Black Hound. it has quickly become something so much more than the bare bones of that story. These maps have made their adventures so much more memorable.
I did my first Homebrew world starting last October. It's the Eventide Continent in the greater world of Abhallen. I've found it so much more freeing and easy as a DM verses running any sort of a published campaign, because if my players have an idea better than what I came up with, I just run with it. And part of what makes it SUPER easy to do that is the CzePeku assets, so thanks!
I'm running a game set in Tal'Dorei on Exandria, the Critical Role setting for Campaigns 1-3. So it is part official campaign setting and part 3rd party since the campaign world has had stuff published for it by both.
I run a fully homebrewed world called Pitre, complete with its own pantheon, a custom calendar tied to two lunar cycles, and even a timekeeping system shaped by those moons. My campaign follows a party of seven who are hunting the Devourer, an ancient force that is actively killing the gods. When a deity dies, a fragment of their essence—just a sliver of their divinity—flows into a chosen PC or NPC, granting them a fraction of that god’s power. Recently, one of my players (a paladin/warlock) experienced a full Last Airbender–style dreamscape where his goddess—who was the first to fall, three years before current events—finally reached out to say goodbye. During that moment, her husband, a living god, manifested through the PC, thanked him for giving him one last moment with her, and vowed to protect him going forward. As the story unfolds, the players will continue to grow alongside the divine fragments they carry, ultimately leading to a final confrontation with the Devourer—a battle so vast it will require all 31 PCs and key NPCs united after every god has fallen. I’m also expecting more players to join the world soon, and I’ll be running two concurrent campaigns within Pitre, with the plan to merge both groups for the final BBEG showdown.
I'm currently finishing up a campaign in a homebrew fantasy world (a tropical corporate Arcanepunk maritime setting), and have just started planning out my next one, which is going to be a little more Spacey. Probably gonna have to subscribe to you Sci-Fi maps for that (you're welcome for the plug).
My campaign is set in the Nine Hells of D&D. However, given how sparse gameplay material is below the level of Avernus, it's kind of homebrew.
My setting is a mashup of fairytale worlds/kingdoms together a bit like “The Land of Stories” books
Completely original, but with some elements (a certain kingdom/country/culture/etc) adopted from things like the Wildemount setting and effectively grafted onto my world! So like 90% original, but happy to adopt the snippets of published settings that tickle me.
Although I have a homebrew world, it is very much still based in classic D&D/fantasy lore. Your maps are so incredibly helpful to my world. So many moments have occurred because someone noticed a cool detail in your map and decided to interact with it. Easiest subscription choice I have made.
Given that my campaign is set in an 1800s alternate magical Earth, I kind of had to homebrew the whole thing! I have a secondary campaign in the works that is sort of like ... okay, *basically* it's Castlevania. Hoping to deploy it at some point, but it's set up for West Marches and I don't have nearly enough people.
I smashed together greek mythology with some planescape stuff. All the while grabbing from anywhere I find cool.
Completely my own world except for one location that uses the name Dragonlance because I thought it sounded cool, otherwise I took the mechanics and my brain just went on a mad tangent adventure ending up in this crazy homebrew world we now call home.
I run modified Pathfinder (Golarion); it’s a kind of hodgepodge that each of my friends has added on to as we take turns GMing. I also play in a unique living campaign. It’s not my world, I just kind of accidentally started making things happen in it.
My setting was made completely from scratch as an extrapolation of what was originally supposed to be a one-off "let's test foundry" I did with a friend (who at the time of posting is currently MIA and I am very worried about her D: ) The very first thing I did was actually the *calendar*, believe it or not. I installed a module with one built-in because I wanted a weather randomizer (the weather randomizer appears to be HILARIOUSLY biased towards torrential rains, many memes have spawned of this) and so I changed the days and months and years and made moons and their phases and so forth-- I set an important value to 102 that I don't even 100% remember anymore and that value came to represent the domain of the Time Judge, "king of the gods" and all But actually the first god who got added to the small pantheon was the Storm Goddess because I needed an explanation for the big statue in the town square and asked for Religion from said player. She held her shield high and had a thunderbolt in her off-hand with the visage of lightning coursing across her body like chain mail. Which spurred the fascinating question, "if the storm goddess is depicted with her shield more than her weapon, what is she protecting the world from? The sun, surely? Then that means the Sun God is actually an antagonistic entity, isn't it?" Which is a very interestingly off-beat take on the usual idea of a sun deity, and it spurred the main antagonistic forces being the fanatic sun cultists of him who've twisted the dogma to their own intentions. The actual geography and whatnot AND the core plot itself ended up spurred by that player's rolled backstory of being the half-elven princess of a nation whose parents were killed in front of her and fled to an allied country for asylum. Also the time lined up that her country fell on the equivalent of christmas so there's that too LOL The ENTIRE PLOT spun out of her backstory and it's actually amazing to see how far it came from such little things. Every player I added thereafter added parts in their backstory that blossomed out to fill in voids that hadn't been articulated on until they world became more and more fleshed out. Collaborative worldbuilding is a beautiful thing.
Homebrew world that was created using DnD 5e as a baseline, incorporating their gods, races, and technology, but the geography and history was mine. Then when we finished that campaign, we switched to Pathfinder 2nd edition for the next campaign, I added a timeskip of 30 years where I revealed that not only had technology progressed (accounting for PF2e's more steampunk feel) but a whole other continent had been discovered where all of these new races had been living and developing their own culture which nicely explained anything in the PF2e handbook which was supposedly centuries or millennia old but had never been mentioned in my homebrew world. I also named all of the countries after food, so my players know that if they land in Crepe, they will be subjected to terrible French accents, but if they travel to the Borscht Empire, the terrible accents will be Russian. Very useful if you're a DM who likes to incorporate a lot of political satire into their game without doing the lame thing where you do a 1:1 analogy of saying all Dwarves are Scottish and all Elves are English aristocrats, which I always felt was a bit, well.... Racist.
My current campaign is based in a high fantasy Caribbean. Lots of pirates, monsters of the deep, and empires at war
My players have very specific tastes, low magic worlds of primal beasts and people coming together to defeat and evil, so I usually use something as a template then edit and expand upon it until it becomes its own behemoth! Otherwise I have also created my own homebrew introduction to D&D.
I always run homebrew worlds; even if they're based on actual books, I homebrew just enough to keep metagaming to a minimum. That, and I love people discovering the lore of the world as they explore it.
I always run completely homebrew, using Fate Core. My settings are loosely based on a historic timeperiod that is NOT medieval/renaissance Europe: New England pilgrims/settlers, Roman empire, Japanse shogunate, and currently Ancient Egypt. My two DM friends (whose games I join as a player, but happily lend maps to) run D&D in still completely hombrew but more "classic" Euro-fantasy settings.
All homebrew, I've made 4 different ones
I added a continent to Exandria and used it to mush up and add a bunch of big lore!
My games bounce back and forth among late 20th century Earth (pre-digital), pretty much every published D&D setting, and 20th century adventure cartoons.
Set in my homebrew world but very closely based on Earth history (i.e. there's a real world equivalent to each country, the political situation mirrors a specific historical period, and the magic elements are based on real world mythology)
I'd say my own original world but I steal so much cool shit all the time that I can't claim it's just all original even when I adapt them to my setting.
My D&D ongoing started with a Golden Vault heist that lead into its own weird thing using Turn of Fortune's Wheel as its bones, but is a little all over the place at the moment. And my Daggerheart ongoing uses the Age of Umbra campaign frame, but the story we're telling has diverged in such a way that it will be unrecognizable by time their first major arc is complete.
I have a completely homebrewed world that’s set in an Industrial Revolution but make it magitech. Then I’m almost done prepping for a new campaign I’m co-DMing with my best friend that’s also completely original. It’s cyberpunk with original rules and everything. We’re considering even making a rulebook for it for others to use.
My campaign has become completely original but started with Obojima and a general heavy Ghibli influence when I started to homebrew. It's become more of a Miyazaki (Ghibli) x Miyazaki (From soft, Elden Ring) flavor setting. With additional influence from games like Zelda, Dragon Quest, Final Fantasy and Ni no Kuni. Additional influences are Delicious in Dungeon and Frieren. It plays like a mix of Nimble 2e and Vagabond RPG.
Completely original world where all of us have worked together to make a world, called Nexus. Each one of us that has been a DM has made our own continent, with collaboration for important things(like the gods, etc). Just about to finish up my spot as DM in Aeolia, on to another DM 100 years in the future on the continent Arradia.
Playing in Exandria for my main campaign
Built my own TTRPG and world within it using a 1d100 system. I tend to stay away from 1d20 systems and the limiting content design usually accompanying those systems. Will publish soon~ish (year or so) when I finally get some playtesting done and a bit more funds for art and other digital assets.
Can't stand official settings. WotC settings are boring and inflexible, and other settings always have this problem of being too complete, where if you try to do anything interesting in them it's going to conflict with whatever book or movie it's based on. Friend tried to run a Cosmere game and couldn't stop interrupting us (the players) whenever we tried to say or do something so that she could um-actually us on every single little detail about the setting. I'm not going to read 1000 pages or watch 100 hours of TV just so I can meta-game about my favorite NPCs and plot points. I made all my settings from the ground up, mostly with my friends/players, and we have almost as much fun designing towns and npcs as we do actually playing! Nothing beats being able to surprise people with things they've never seen before, and letting them take the lead and shape the world around them with their decisions.
I leave a lot of detail unresolved, until I get a question about something. I try to respond with 'What do think?" They've learned this is a prompt for them to create something of their own that will become part of the world. Ancient tombs, shrines to the Air Gods, finding a location that matches the wierd map the PC has had for a year now.... I've been working on this setting for over 30 years. Almost every game for which I've been a GM, has taken place here. There is a lot of legend and lore built up by previous players that gets introduced to new players. Lots to learn, lots to explore. Still lots of space in which future parties can make a lasting mark ;)
I'm in the other category. My setting is completely homebrewed, but I have used many AD&D modules to flesh it out. The biggest city in "the City States of the Northerlands" is based on AD&D's "Lankhmar". The next two biggest cities are based on "Irilian" featured in White Dwarf, and "Westfall" based on the Castles and Crusades city called "Eskadia". I have also frequently have used the original "Keep on the Borderlands", "Ravenloft" and a heavily redesigned Keep from the article "The inheritance" featured in an issue of Dungeon magazine. However, most of the legends, history and mythology of the Northerlands has been my own, designed to tie modules together and to provide plenty of room for future adventures and settlements. Other 'external' resources I have used used include many of the "Things...." supplements from Raging Swan Press, a couple of their villages and a number of maps created by Watabou's procedural generators. Finally, there is a desert kingdom to the south of the Northerlands based on AD&D's Al-Qadim setting. Frankenstein got nuthin' on me baby!
Combination of Draw Steel's ancestries and house'd ruleset with an original world based on pulp sci-fi.
Combined forgotten realms with the Grim Hollow setting made icewindale, baldurs gate, calimshan, and shadowdale are the final bastions of life and the only safe places to truly rest but the players are discovering that the evil inside the walls maybe more insidious the monsters outside the walls
Mine is a mash of Strixhaven and Eberron. My husband just homebrewed a world for his campaign. I DM on one night, he DMs another. :)
The new Faerun map with all the continents. I tried to make my own map but I realized I suck at it. xD
Middle-earth!
I use the Sword Coast map as my world map, but my entire campaign takes place in a parallel plane, the worldbuilding of which is entirely homebrew
Mine is an in progress homebrew world. Will be playing 5e 2024 rules as of right now. But might change to dagger heart.
Anything from Pathfinder.
It's a homebrew reimagining of the Vampire the Masquerade setting 800 years in the future with space travel.
Post apocalyptic solar punk! XD
My Campaign originally started as a Lost Mines of Phandelver campaign. When we finished, we just kept playing, and I just kept making up stuff we I went.
I’m running 5E and besides the gods and deities the setting is homebrew
my main campaign is set in a mashup of regular middle ages europe with some aspects of a bunch of different fantasy worlds with a backstory similar to that of eberron.
I run two campaigns: one in Dungeons of Drakkenheim and the other in the World of Midgard (Kobold Press).
We're playing the Cosmere TTTPG based on Brandon Sanderson's universe of the same name. Roshar specifically.
Started as an aetherial expanse game but i changed so much and abdorbed cool stuff from other settings i now have a post apocalyptic, wuxia, pirate fantasy land
I run two weekly campaigns... 1. Mythic Bastionlands has been going on for three months and is set in a medieval fantasy world created using the game system tools. 2. Reform School Girls vs. Cthulhu has been going weekly for 18 months and is an entirely homebrew instantiation of Powered by the Apocalypse in my own original setting.
Eberron here!
I've got a few homebrew campaign settings. One started off as trying to make a more East Asian inspired Eberron, while the other span off as just a place for a "light in the darkness" more open ended Westmarches campaign. For the former, I've often struggled finding maps, since a lot of the "Asian" maps out there are very Japanese coded, and I've been trying to find ones that are more Chinese coded. I've also been hoping to find more Polynesian inspired maps too.
I'm running AD&D 2nd Edition, which means it might as well be 'homebrew' in many regards when it comes to making new content outside of the existing stuff. I run a Planescape campaign, so it's less 'I'm using this setting' and more 'I'm using this sandbox'.
Homebrew world inspired by history with a few things events and cultures moved around for fun.
Completely homebrew world where all the realms were physically split apart after a big cataclysmic event! The campaign explores the consequences of messing with things you don't understand, a bit of cosmic horror stuff in there too :)
My friend groups campaigns are set in Pathfinders Golarion, there are too many awesome places to pass up.
I've built a pocket kingdom within the standard Pathfinder world and will likely continue to do so for other campaigns.
It is so homebrewed that we had to come up with our own D&D astrological signs, lore for the constellations/deities associated because the real world zodiac didn’t make sense in our setting. 🤣 We enjoy collaborative worldbuilding and while it’s a lot of work, creative writing is our hobby
Started out in Greyhawk when I took over as DM for a Ghosts of Saltmarsh campaign. But I've customized the world quite a bit in the 6 years since. Starting with setting it 36 years after the Living Greyhawk stuff which was the last thing to happen before WOTC reset the timeline with the new DMG.
Y'all's maps are great for completely homebrew worlds because I can see what you made and create a place and story around it that had nothing to do with what you intended!
No shade, but I will never understand people *not* playing their own original content. You will never be the original creator, friend, just enjoy your own stuff, no matter how imperfect they might be. There is beauty in messy works full of soul.
One of the best parts of being a DM is building a world and watching it grow and change as the players move through it.
I'm running a CoS and ToA campaign, mostly RAW, and in the process of assembling a fresh homebrew world for a combat-focused west-marches style game.
Only ever run my own worlds, only ever played in original worlds. I've got more worlds than campaigns I've run.
I’m using Orden, MCDM’s Draw Steel setting. But there isn’t a ton of setting material yet, so I steal from DCC, Faerun, MCDM podcasts and my own creations.
One of my campaign setting we collectively created from scratch using the Spark in Fate world-building system. The other campaign is a homebrew about a fracturing multiverse, so characters have been thrust from my homebrew into a multitude of IPs: Magic the Gathering, Super Mario, Zelda, Star Trek, Jumanji, Cyberpunk, Zelda, Harry Potter, The Invisible Library, etc.
Been running a game set in the Fallout franchise for years now. We started in Boston, but have expanded out into areas not addressed by the games like the ruins of Old New York. And I just realized as I was typing this that this poll is on the fantasy side rather than the sci-fi side. That being said though, I'm not sure post apocalyptia would work much better over there.
MY DnD worlds have been homebrewed from the very first day I started DM'ing (please don't do that, folks). But I an currently running a Cyberpunk Red game and Night City is almost a must.
I'm taking classic Faerun but have witchers and blood hunters. In addition there is black powder in rare instances.
My world is set up very similar to the Unsleeping City, but in Seattle in 1996.
My world is fully homebrewed and is facing the dissonance between the rise of Artifice (Everyman magic) and the traditional schools of Magic (Which only the gifted or elite could access). Throw in Gunpowder to rival offensive spells and you've got a, pardon the pun, powder keg ready to blow.
My campaign is set in a complete homebrew but with general themes of 30 years war/general 17th century. So I'm always looking for cavalier mansions and rough soldier barracks, spanish influenced mercado and fencing salles.
Working on setup for a fully homebrew game, but I also run official modules for a Learning D&D for Beginners group sponsored by my local library. We're currently running the Strixhaven adventure, but after that we're probably going to do Spelljammer (next module's decided by vote, more or less).
My DCC campaign is basically my own setting, but I pull in lots of elements from published modules that I run, rather than trying to adapt the published modules to my setting.
Mine is a completely homebrew setting that I've been working on for several years, and one that if I had the resources, would love to make a book for to share with people.
Mine is set in the world of the RQG podcast.
I'd be curious to see how the poll would compare for Czepeku Sci-fi - I feel you'd get a lot more people who run in popular media settings there.
I wonder what the overall percentage of these are Forgotten Realms, either straight up or heavily modified. In my experience, that overall number will be 5% to 7%, which will make it by far the largest denomination outside of totally custom homebrew.
Second time a have a pleasure to run DnD campaign in my favourite setting and only one that should be - that is Planescape. Be we also play many other settings.
I'm running a domain-hopping Ravenloft campaign. There are some domains within the setting that aren't as fleshed out as the others, like Rokushima Taiyoo compared to Barovia. So there are a few instances where I end up building the domain with maps, NPCs, and scenes from a few descriptive paragraphs.
I'm running in the same scenario for 25 years officially, with ideas created even before. It's quite collaborative word building with plenty of ideas and contributions of the players.
I currently have 2 campaigns running in 2 separate homebrew worlds. One is a massive multi-region world, and one is set in a smaller world where a religious sect runs everything
Mine's set on the Sword Coast with a bunch of homebrew/ custom content. I also heavily tweaked LMOP:SO & DOIP so it's pretty much the same geography as written with a lot of extra fleshed out places or I've built on what's from the prewritten campaign. Planning to go full homebrew (with the Theros pantheon) next 🤪
Homebrew but with plenty borrowed from Eberron and a some from Forgotten Realms
Homebrew world that I made with the intent to be compatible with every 5E source book that was out when we started. Goal was the players could use any race/class options and to somewhat future proof against new stuff. Different gods, different world map, but I it means I can steal NPCs and places whenever I'm lacking time/energy. For example we have a "10 Towns" and a legally distinct "Darlaxle Baenre" running around.
I run two concurrent campaigns in a totally homebrew setting. Have been running the setting for years now with different campaigns occuring in different parts of the word or revisiting the same regions years later. About 30 in universse years have passed over the course of the story.
Few diff settings from KS
The world of my main campaign started as a CR/Exandria setting but the timeframe/technology level is a mashup of late 1800's technology and magitech
I have one Critical Role/Exandria campaign I'm running and two homebrew campaigns. The homebrew campaigns are set in different worlds. One is a fairly generic fantasy setting, only people from the future keep showing up (long story) so there are elements of science fiction too. The other campaign is more solarpunk+steampunk set post-continent-spanning disaster.
"Homebrew except where I got lazy and store-bought a monster or plane"
The world map and ancient history is from CR/Exandria, but we jumped 1000 years into the future. Still high fantasy, but distanced from any sourcebook canon.
Mostly a fully homebrewed campaign and setting of flying cities and a greek like pantheon that was originally Theros but has been completely overworked to new better fitting deities. So mostly homebrew but some official stuff stitching parts together :)
Homebrew with mashup of all worlds and with Spelljammer 🤯
I run a Spelljammer campaign presently, which is essentially all of the above
I run multiple campaigns, including an official WotC source book (Strahd & Horde) and a custom world. My custom world is almost entirely made up of your maps so far XD
I tend to make homebrew worlds using pre existing ones. Example is that i made an entire setting based on a super post apocalypse Forgotten realms where the past is still the same, but the present is VERY visually different.
I run homebrew worlds myself though I do play in 2/3s homebrew campaigns and the rest are from official dnd books.
I'm actually surprised how much a majority totally homebrew has! Good on us imo
Yeah I'm happily surprised. :)
I originally started with 100% homebrew world building but I just don't have the time or energy any more with a kid running around, so I use established settings now and might tweak things a bit.
A homebrew borrowing elements from various modules or media to 'fill in the spots'. I'm not good at writing cities, so I take inspiration and at points borrow elements to help flesh the world out. Helps it feel more alive.
Mine is mostly my own but I constantly mug other settings for lore and stuff, plus it's connected via spelljammer
Earth, but in a post apocalyptic future where the far realm has been breached.
I don't know why I didn't consider 'Earth/The Real World' as one of the options. Makes a lot of sense...
i run a main game set in the mtg universe but have changed so much about it that its basically its own thing at this point
My world is technically a late stage Sengoku era Japan but with oni/yokai tipping the balance and kaiju lurking beyond the mainland.
I run a few published DnD campaigns though I always add stuff. I run a Vaesen campaign, and just random one shots if players can't make it to a main campaign session
My current campaign is set in the Pokemon universe but with D&D classes, species, monsters, and lore.
Like you have Pikachu and a Beholder together in the same setting?
I'm using a few settings (Humblewood, etc) to build my own world. Because I'm using 3rd party content, I don't feel comfortable saying it's "completely my own original" homebrew. But it is probably fairly unique. I've come up with nearly everything as far as maps, worlds, beastiary, and pantheon - but there's *a lot* of inspiration from various settings. (I will be using this just for my private games. I'm using enough materials from others I will never be able to share this with other DMs without breaking somekind of Copyright.)
I originally meant to do a bloodborne inspired campaign set on the island of yharnam. I still use a lot of the bloodborne enemies that I found in a homebrew but there is also some dark souls in there and by now the story strayed wildly from bloodborne. Love it anyway. 5 year campaign coming to a close next year!!
My two current campaigns both started in Forgotten Realms, but I play very loosely with the lore and both settings don't really resemble the official ones anymore
My world is a homebrew where humans were already wiped out and sentient bug species took their place after gods reformed the world into a ring shape and erased all evidence of human existence The bugs now find themselves repeating human history with technology equivalent to that of the industrial revolution alongside magic devices that allows people to use magic through their blood
Hell yea
