We've finally got to the point of my articles about universal terminology in the RPG community, where we need to talk about the term 'homebrew'.
Ok, this is maybe the most frustrating thing I have encountered as a player.
So you have a group of wandering heroes. They need to get from a village in a woodland to the far north, an orcish settlement surrounded by ice and snow, to see if they can treat with the leader of the clan.
You thought you were ready. You'd planned a series of twenty or so hooks in the city. A massive hotbed of intrigue and factions. Session three, the players leave the city because they've angered the law and never look back. You have to improv in the wilderness. None of it sounds as good as the city would have done.
In reality, some of the comfort of certain games comes from their predictability.
I think 'The Wangrod Defence' is the perfect example of what happens when we refuse to view the meta.
Meta. The term is mentioned a lot in D&D circles. When someone does something outside of what their character knows, people roll their eyes and say 'uhh..meta'.
When you begin a West Marches game, it's worth thinking about your player base.
People had been using words in game with each other and only sort of even been in the same ballpark.
This changes the dynamic instantly, altering our attitude, throwing us into conflict, one against the other for dominance, where before there had been a shared story.