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<blockquote data-quote="Psion" data-source="post: 5203780" data-attributes="member: 172"><p>"Steeling" from Steel Wind.</p><p></p><ul> <li data-xf-list-type="ul"><em>Greyhawk:</em> Classic, but don't hold any longings to ever play it again, and especially not to engage with any longstanding fans about it.</li> <li data-xf-list-type="ul"><em>Forgotten Realms: </em> Playable, lots of great material for it, terribly spoiled by 1) the "too many cooks" syndrome 2) Elminster and other signs of Mary-Suism.</li> <li data-xf-list-type="ul"><em>DarkSun:</em> Nice setting, if fundamentally made unplayable if you follow the novels that solved all the problems for you.</li> <li data-xf-list-type="ul"><em>Dragonlance:</em> Blech. Ick Ptooey.</li> <li data-xf-list-type="ul"><em>Ravenloft:</em> Nice, moody, but a little overdone. Much as with FR, I like it more for its source material than to play/run with it.</li> <li data-xf-list-type="ul"><em>Planescape:</em> Love it. BEST. SETTING. EVAR. It probably feels like the most mythic fantasy of all settings. I also love the rare juxtaposition of loads of source material and complete GM freedom.</li> <li data-xf-list-type="ul"><em>Spelljammer:</em> Nice "spacefaring" feel, but it ran against my thoughts of how "D&D space" looks and acts. The setting also seemed to lack a central conflict to use as the basis for campaign, and the setting was way too infected with silliness.</li> <li data-xf-list-type="ul"><em>Birthright:</em> Nice setting. Ley lines and iconic monsters are awesome. Though didn't get much actual play out of it; hard to reconcile with the typical D&D experience.</li> <li data-xf-list-type="ul"><em>Eberron</em>: Seems nice, yet somehow utterly failed to intrigue me. Along with Weapons of Legacy, pretty much marked for the the beginning of the end of my love of official 3.x products.</li> </ul><p></p><p><strong>Third Party Setting Bonus Round:</strong></p><ul> <li data-xf-list-type="ul"><em>Scarred Land</em>: Great synchronicity between the setting and the D&D rules, great feel in the mechanics, and great adventure fuel in the underlying conflicts.</li> <li data-xf-list-type="ul"><em>Oathbound</em>: A little over the top and some mechanics are out there, but nice over-the-top setting.</li> <li data-xf-list-type="ul"><em>Second World</em>: Nice synthesis of D&D and modern with a fun "tech tree" theory and the added bonus that you can run adventures in places you know, and the "based on the real world" aspect helps nullify some bits of unbeleivability that is often expressed in the system.</li> </ul><p></p><p></p><p><strong><em></em></strong></p><p><strong><em><span style="color: Orange">Theory of My Settings Preferences:</span></em></strong> <em>I like fantasy and engaging backstory. Things that evoke a mythic feel work for me. Things that give me good components for adventures or campaigns instead of just telling me "where elves live in this setting" are preferred. Finally, I prefer a good feeling of self-consistency.</em></p></blockquote><p>[/QUOTE]</p>
[QUOTE="Psion, post: 5203780, member: 172"] "Steeling" from Steel Wind. [list] [*][I]Greyhawk:[/I] Classic, but don't hold any longings to ever play it again, and especially not to engage with any longstanding fans about it. [*][I]Forgotten Realms: [/I] Playable, lots of great material for it, terribly spoiled by 1) the "too many cooks" syndrome 2) Elminster and other signs of Mary-Suism. [*][I]DarkSun:[/I] Nice setting, if fundamentally made unplayable if you follow the novels that solved all the problems for you. [*][I]Dragonlance:[/I] Blech. Ick Ptooey. [*][I]Ravenloft:[/I] Nice, moody, but a little overdone. Much as with FR, I like it more for its source material than to play/run with it. [*][I]Planescape:[/I] Love it. BEST. SETTING. EVAR. It probably feels like the most mythic fantasy of all settings. I also love the rare juxtaposition of loads of source material and complete GM freedom. [*][I]Spelljammer:[/I] Nice "spacefaring" feel, but it ran against my thoughts of how "D&D space" looks and acts. The setting also seemed to lack a central conflict to use as the basis for campaign, and the setting was way too infected with silliness. [*][I]Birthright:[/I] Nice setting. Ley lines and iconic monsters are awesome. Though didn't get much actual play out of it; hard to reconcile with the typical D&D experience. [*][I]Eberron[/I]: Seems nice, yet somehow utterly failed to intrigue me. Along with Weapons of Legacy, pretty much marked for the the beginning of the end of my love of official 3.x products. [/list] [B]Third Party Setting Bonus Round:[/B] [list][*][I]Scarred Land[/I]: Great synchronicity between the setting and the D&D rules, great feel in the mechanics, and great adventure fuel in the underlying conflicts. [*][i]Oathbound[/i]: A little over the top and some mechanics are out there, but nice over-the-top setting. [*][i]Second World[/i]: Nice synthesis of D&D and modern with a fun "tech tree" theory and the added bonus that you can run adventures in places you know, and the "based on the real world" aspect helps nullify some bits of unbeleivability that is often expressed in the system. [/list] [B][I] [COLOR=Orange]Theory of My Settings Preferences:[/COLOR][/I][/B] [I]I like fantasy and engaging backstory. Things that evoke a mythic feel work for me. Things that give me good components for adventures or campaigns instead of just telling me "where elves live in this setting" are preferred. Finally, I prefer a good feeling of self-consistency.[/I][/QUOTE] [/QUOTE]
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