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<blockquote data-quote="Voneth" data-source="post: 636193" data-attributes="member: 1016"><p>TSR:</p><p>I wouldn't know. Only one DM ran Spelljammer, (which was okay), everyone else did homebrews, with about 30 pages of home rules to boot. I think that's what some DMs liked about their "backyard" games, only they truely understood what was ever going on.</p><p></p><p>I would have liked to play Dark Sun. After looking over AD&D rules, I decided not to run the game.</p><p></p><p>WotC: Not a setting per se, but Oriental Adventures is fairly complete on giving you buidling blocks ... and stuff you can use in a Western game if you shave off the serial numbers.</p><p></p><p>d20 Setting:</p><p>Farscape and Spycraft are cool for completely different reasons. Spycraft is the "modern dungeon." Everyone knows the expectaions of the group and what is to be expected of them and they get cool abilities to show off as well. Farscape is very cool in that you can do almost anything from an MM critter of the week to soap opera. The rules for d20 Farscape are okay, but quirky. I am having better luck using Mutants and Mastermind rules with the setting.</p><p></p><p>non d20 Setting:</p><p>Ahhh, the source of my grief for almost 15 years. Lots of good settings and no one wanted to play because it didn't have a TSR stamp on it. Lets see .... Castle Falkenstein, Mage, Trinity, Adventure (White Wolf), Everyway (rules had promise, but the setting lacked), Rifts (Setting had promise, but the rules lacked), Earthdawn, Pendragon, Star Wars, and Torg (Setting had promise, but the rules were a tad too detailed for the feel of the world), and Deadlands.</p></blockquote><p></p>
[QUOTE="Voneth, post: 636193, member: 1016"] TSR: I wouldn't know. Only one DM ran Spelljammer, (which was okay), everyone else did homebrews, with about 30 pages of home rules to boot. I think that's what some DMs liked about their "backyard" games, only they truely understood what was ever going on. I would have liked to play Dark Sun. After looking over AD&D rules, I decided not to run the game. WotC: Not a setting per se, but Oriental Adventures is fairly complete on giving you buidling blocks ... and stuff you can use in a Western game if you shave off the serial numbers. d20 Setting: Farscape and Spycraft are cool for completely different reasons. Spycraft is the "modern dungeon." Everyone knows the expectaions of the group and what is to be expected of them and they get cool abilities to show off as well. Farscape is very cool in that you can do almost anything from an MM critter of the week to soap opera. The rules for d20 Farscape are okay, but quirky. I am having better luck using Mutants and Mastermind rules with the setting. non d20 Setting: Ahhh, the source of my grief for almost 15 years. Lots of good settings and no one wanted to play because it didn't have a TSR stamp on it. Lets see .... Castle Falkenstein, Mage, Trinity, Adventure (White Wolf), Everyway (rules had promise, but the setting lacked), Rifts (Setting had promise, but the rules lacked), Earthdawn, Pendragon, Star Wars, and Torg (Setting had promise, but the rules were a tad too detailed for the feel of the world), and Deadlands. [/QUOTE]
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