Current Campaign Settings?

Campaign Setting


I throw bits and peices of any campaign setting I buy into my homebrew. If it's interesting and I can find a way to fit it in intelligently, then I use it. That said, my world consists of peices of FR, Rokugan, IK, Eberron, Diamond Throne, Warcraft, EQ, Planescape, and even a little Star Wars.

Kane
 
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I DM a homebrew campaign.
I play in a FR campaign (Northern Journey, for those who know it) and in a homebrew campaign.

So that makes two homebrews and FR.
 

My bad on not including the Diamond Throne. It's not really a D&D setting but a vairant like Everquest. I did forget Warcraft though.

Man, power to the home brew people though! When I was younger, I had a campaign called Scar Lore. In some ways similiar to the SL but instead of gods vs titans, it was gods living in great void and being attacked from a being beyond planar control and sacrificing a few of them to bind it in the world. Way too much effort man!
 

JoeGKushner said:
Sorry to pick your brain again Psion, but we have some similiar taste in campaign styles. For the Classic Play Book of the Planes, how useful are you finding it? I stopped buying everything Mongoose after reading some of John Cooper's reviews as I found it too expensive to pay for their future editors. Still get some of the Conan stuff just to read and some of the Quint. lines just to expand my options, but I've steered a bit away from the Classic Play series.

Well, I am finding "get Gareth's and Patricks' books, avoid all others" to be words to live by. For me, the author drives the quality more than the editor. I mean, I found Cleric II just fine, but Elf II exemplifying poor class design.

Do you have Book of Dragons, perchance? Gareth displays the same imaginative streak here that he did there. If you liked book of Dragons, you should like this.

Some of the Planes covered are conceptually the same as MotP -- mostly the transitive planes like astral and ethereal, and elemental planes. But he provides some different details and sites and goes in different directions.

I also like the chargen stuff. I liked their approach to planar organizations better than planar hanbook (feats and short prestige classes allow more room for variety in organization). The planecrafting rules are more in-depth for players that might be interested in such things, and there are more explicit rules on things like planar barriers and keys.

He provides brand new outer planes, some of which can be used as sites in existing planes if you use some other cosmology. I especially dug Mal, which sounds like a creepy and challenging plane ripe for eerie adventure. It's a sand covered plane with tombs of green resin. The sands are really eggs of alien beetles that consume intruders to restore the souls of the race the once stood poised to spill out over the multiverse and threatens to do so again.

One new mechanical aspect is that he rates planes in several aspects on a 0 to 20 (or -10 to +10) scale.

Editing errors -- there were some, but I could tell what the intent was (for example, one scale was obviously meant to be from -10 to +10 where a random roll provided a 0 to 20 range.)

I don't think it's as imaginative or vaires as BCD, but I definitely will be getting some use out of it. I plane to use some of his sites and organizations in my River of Worlds game.
 

Homebrew and non-D&D games going on at the moment for me. There's a guy in our group who's occasionally talking about running Kalamar, which would work for me too, and another group that I keep in touch with from time to time that do the same thing for Iron Kingdoms.
 

Scarred Lands for the next decade, or so. I enjoy the dark and post-divine war feel of the world. Also: I bought most of the books available to this game line I want my money's worth!

I'm writing a new campaign at the moment and I still have something like eight or nine campaigns to go through before I have expended my small collection of Scarred Lands resources books. Then I'll either start creating stuff of my own (no need to change setting, unless I get bored with it) or choose a new campaign setting.

D&D 4.0 is bound to be out within a decade, so I'll probably pick that up somewhere between 2010 - 2014, and see what's new. Until then I have no shortage of quality adventure / campaign material :).
 

For the moment it's just Dragonlance. My group likes to keep it to one game at a time nowadays. About a year ago I put a hiatus on my FR campaign I had been running for about four years. The characters were just about to hit epic levels, so I figured I'd give myself a break, what with work and grad school. I ran an Eberron one shot for a visiting friend, but I don't intend to run a campaign in it. Not really my thing for running, but I'd play in it.

A couple of our players keep touching on developing a homebrew to run a campaign in. I eagerly look forward to the day they start running something like that. I love playing in other people's homebrews. The DM always has a certain passion about the game and setting that permeates the general gaming atmosphere.
 

Homebrew world (well, region -- New Mavarga) based on Monte's AU rules, with a large slice of Skull & Bones, Swashbuckling Adventures, and some other bits & pieces.

Coastal tropical area on the edge of rainforest; in the interior, vast Mayan-like cities. Indiana Jones meets Three Musketeers meets Alan Quattermain meets the Popul Vuh. :)
 

The Iron Kingdoms.

After waiting so long for the rules, darned straight I am running one!

Now if only they would finish the setting book...

The Auld Grump
 


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