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Campaign setting recommendations

shoplifter said:
I really do like the new Realms books. The quality is just outstanding. I just don't like having to nerf everything due to an epic level character seemingly living on every other city block.

The fact that the realms has a few epic-level characters running around should only make a difference if you let it. Don't want Elminster budding into your campaign? Then don't use him. The Simbul too uber for ya? Well, she's off planes-hopping looking for spell components. No sweat.

The Realms are about you and your players, not Elminster and Khelben. The iconic NPC's should never overshadow your players and their acomplishments.
 

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Well, as a writer I try not to get too involved in these discussions, cause I'm obviously biased... :)

Still, I have to rebut a couple comments.

Kingdoms of Kalamar tends to be more lower powered and less supported sourcebook wise but that looks to be changing with some of the material they have in 3.5.

I have to disagree with the "less-supported" bit there. :) I mean, there's about 14 adventure modules and 5 supplements, not to mention the DM's screen!

If you decide on Kingdoms of Kalamar, you'll need the Kingdoms of Kalamar Campaign Setting and the Kingdoms of Kalamar Player's Guide at the minimum to get the most out of the setting. [/B]

Well, to get the MOST out of the setting, you'd want to buy everything... :D But the only book that's required is the Campaign Setting Sourcebook. The Player's Guide just lets DMs and players create very setting-specific characters, with new feats, spells, etc. But it's not required.

===
Mark Plemmons
Kenzer and Company
www.kenzerco.com
===
 

VorpalBunny said:

The Realms are about you and your players, not Elminster and Khelben. The iconic NPC's should never overshadow your players and their acomplishments.

This is what I generally do, though it's much, much easier to scale up instead of down. :D

I have to disagree with the "less-supported" bit there. I mean, there's about 14 adventure modules and 5 supplements, not to mention the DM's screen!

I'll pimp that.

BEST.SCREEN.EVER.
 
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Mark Plemmons said:
But the only book that's required is the Campaign Setting Sourcebook. The Player's Guide just lets DMs and players create very setting-specific characters, with new feats, spells, etc. But it's not required.

This is true. The PG is not required, but it is necessary if you want to capture the flavor of the setting. IMO, (and I know you'll probably disagree, Mark ;)) Kalamar without the PG is just a Greyhawk game set in Pekal or Brandobia.

The Campaign Setting lays the goundwork (very well I might add), but the real crunch in the setting comes from the PG - the setting specific stuff is what sets Kalamar apart.
 

Sir Osis of Liver said:
JD, just havin' a little fun playing with things.:D
Cool! By the way, did you vote on my new sig file image? After seeing yours, I think you'll appreciate the options I've got.
 
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Kalamar is set for all kinds of conflict and intrigue. Nations are on the brink of action, but what they do is left open for the DM to decide. It's easy to decide who will ally with who (there are lots of reasons built in) and then imagine all the interesting ways in which the world could unfold. There are lots of interesting ways you could take the world, and the political ties of all the countries are well developed enough so that any direction you take the world in brings in all kinds of other possibilities regarding how other parts of the world react. Very small actions (perhaps from the PCs) could set off chain reactions that fuel massive wars between numerous allied kingdoms.
 

I have been playing Midnight for over a month now and it plays as well as it reads. The book is well put together with really fun alternate rules and alternate classes while still keeping a D&D feel.

It takes steps away from Drizzt and steps towards Aragorn, which is to say it is less D&D Novels and more Tolkien in its influences.

I am feeling like a broken record responding to these setting posts with Midnight praise. Hopefully, in a while when I get Arcana Unearthed I can begin shouting love for that setting too.

So...yeah...fun.
 

Thanks a bunch, and please, keep 'em coming. I was leaning towards KoK as none of the players (as far as I know) have ever seen it, and wanted something different, because sooner or later (more than likely sooner), I'll screw something up, and if no one is familiar with the setting, no one will notice. I'll definitely check out Midnight as well.
 

my favorites:

Midnight = dark Tolkien, evil empire, rare but powerful magic, covenant (leveling) items, cool version of "classic" races, heroic paths, magic system that is a great and simple fix to the standard "fire & forget" D&D magic, lots of places for your own creativity, you'll need only 2-3 books, and struggle, struggle, struggle...

Scarred Lands = dark D&D, cool gods, an empire of dark-skinned lawful evil dwarfs, epic monsters, the Blood Bayou, ratmen, very detailed source material, very cool landscapes, and more PrCs than you can count...
 

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