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<blockquote data-quote="an_idol_mind" data-source="post: 3813346" data-attributes="member: 43749"><p><strong>Forgotten Realms</strong></p><p></p><p><em>What hooked me into the setting:</em></p><p>I flipped through the Waterdeep adventure (the last of the Time of Troubles). Although the module had a lot of problems, I loved the idea of gods walking the earth, and was intrigued by the NPCs presented in the adventure. So I picked up the revised boxed set and jumped in.</p><p></p><p><em>Why the setting lost me</em></p><p>Too much magic. I preferred a world where magic was seen as unusual, and where people saw wizards as dangerous and eccentric people. The Realms literally had a high-level mage in every city.</p><p></p><p><em>Why the setting almost captured me again</em></p><p>Baldur's Gate and Neverwinter Nights almost brought me back. I picked up the third edition campaign setting, which was pretty good.</p><p></p><p><em>Why the setting couldn't hold me</em></p><p>My games are definitely not Realms-style. Changing the setting to fit the style of game I wanted would have been as much work as just doing a new setting.</p><p></p><p><strong>Dark Sun</strong></p><p></p><p><em>What hooked me into the setting:</em></p><p>The use of psionics. When I first got into D&D, I thought psionics was the coolest thing ever.</p><p></p><p><em>Why the setting lost me</em></p><p>The metaplot presented in the books didn't help, but the big problem was that it was tough to get a regular game going. A lot of people I played with didn't mind the setting as a one-shot, but didn't want it to be a full campaign.</p><p></p><p><em>Why the setting almost captured me again</em></p><p>Paizo's articles and the fine work over at Athas.org</p><p></p><p><em>Why the setting couldn't hold me</em></p><p>My preferences now run toward a more traditional fantasy setting.</p><p></p><p><strong>Birthright</strong></p><p></p><p><em>What hooked me into the setting:</em></p><p>Playing a king.</p><p></p><p><em>Why the setting lost me</em></p><p>Playing a king. The domain turn and the rules of rulership were a drag on the game.</p><p></p><p><em>Why the setting almost captured me again</em></p><p>When I threw rulership out, the setting itself was excellent -- still probably the best D&D setting I've seen.</p><p></p><p><em>Why the setting couldn't hold me</em></p><p>I never could get people hooked into Birthright, even as a normal D&D game and not a regency-based thing.</p><p></p><p><strong>Council of Wyrms</strong></p><p></p><p><em>What hooked me into the setting:</em></p><p>The hook of playing a dragon, combined with the surprisingly well fleshed-out setting.</p><p></p><p><em>Why the setting lost me</em></p><p>The lifespan of dragons made for a very static world. When the setting doesn't change significantly over thousands of years, it starts to wear down on my interest.</p><p></p><p><em>Why the setting almost captured me again</em></p><p>Just before 3rd edition came out, I had an article called "The Western Wyrms" published in Dragon Magazine that explored the lands to the west of Io's Blood Isles. Unfortunately, a year's worth of editing cut out all the details of the expanded setting and stripped things down to just rules about playing the alternate dragons in the Monstrous Manual.</p><p></p><p><em>Why the setting couldn't hold me</em></p><p>Again, the timeline problem. That, and the fact that not a lot of people are as keen on the idea of playing dragons as I am.</p><p></p><p><strong>Thunder Rift</strong></p><p></p><p><em>What hooked me into the setting:</em></p><p>It was my first D&D setting. The map of the valley came from a boxed adventure I got, and was the first thing that even introduced the notion of D&D as a fluid setting rather than a series of dungeon scenarios.</p><p></p><p><em>Why the setting lost me</em></p><p>I wound up adding more and more to Thunder Rift, to the point where I was incorporating just about every other setting I found. Eventually, the setting started to fall apart, and simply mentioning the name "Thunder Rift" turned off a lot of my players.</p><p></p><p><em>Why the setting almost captured me again</em></p><p>Unfortunately, it never did. I moved on to other settings, and have only occasionally glanced back at Thunder Rift's sourcebook.</p><p></p><p><em>Why the setting couldn't hold me</em></p><p>The valley is too darned small, and the population is too sparse. PCs outgrow the area after a few levels, and start looking for bigger and better things.</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 3813346, member: 43749"] [b]Forgotten Realms[/b] [i]What hooked me into the setting:[/i] I flipped through the Waterdeep adventure (the last of the Time of Troubles). Although the module had a lot of problems, I loved the idea of gods walking the earth, and was intrigued by the NPCs presented in the adventure. So I picked up the revised boxed set and jumped in. [i]Why the setting lost me[/i] Too much magic. I preferred a world where magic was seen as unusual, and where people saw wizards as dangerous and eccentric people. The Realms literally had a high-level mage in every city. [i]Why the setting almost captured me again[/i] Baldur's Gate and Neverwinter Nights almost brought me back. I picked up the third edition campaign setting, which was pretty good. [i]Why the setting couldn't hold me[/i] My games are definitely not Realms-style. Changing the setting to fit the style of game I wanted would have been as much work as just doing a new setting. [b]Dark Sun[/b] [i]What hooked me into the setting:[/i] The use of psionics. When I first got into D&D, I thought psionics was the coolest thing ever. [i]Why the setting lost me[/i] The metaplot presented in the books didn't help, but the big problem was that it was tough to get a regular game going. A lot of people I played with didn't mind the setting as a one-shot, but didn't want it to be a full campaign. [i]Why the setting almost captured me again[/i] Paizo's articles and the fine work over at Athas.org [i]Why the setting couldn't hold me[/i] My preferences now run toward a more traditional fantasy setting. [b]Birthright[/b] [i]What hooked me into the setting:[/i] Playing a king. [i]Why the setting lost me[/i] Playing a king. The domain turn and the rules of rulership were a drag on the game. [i]Why the setting almost captured me again[/i] When I threw rulership out, the setting itself was excellent -- still probably the best D&D setting I've seen. [i]Why the setting couldn't hold me[/i] I never could get people hooked into Birthright, even as a normal D&D game and not a regency-based thing. [b]Council of Wyrms[/b] [i]What hooked me into the setting:[/i] The hook of playing a dragon, combined with the surprisingly well fleshed-out setting. [i]Why the setting lost me[/i] The lifespan of dragons made for a very static world. When the setting doesn't change significantly over thousands of years, it starts to wear down on my interest. [i]Why the setting almost captured me again[/i] Just before 3rd edition came out, I had an article called "The Western Wyrms" published in Dragon Magazine that explored the lands to the west of Io's Blood Isles. Unfortunately, a year's worth of editing cut out all the details of the expanded setting and stripped things down to just rules about playing the alternate dragons in the Monstrous Manual. [i]Why the setting couldn't hold me[/i] Again, the timeline problem. That, and the fact that not a lot of people are as keen on the idea of playing dragons as I am. [b]Thunder Rift[/b] [i]What hooked me into the setting:[/i] It was my first D&D setting. The map of the valley came from a boxed adventure I got, and was the first thing that even introduced the notion of D&D as a fluid setting rather than a series of dungeon scenarios. [i]Why the setting lost me[/i] I wound up adding more and more to Thunder Rift, to the point where I was incorporating just about every other setting I found. Eventually, the setting started to fall apart, and simply mentioning the name "Thunder Rift" turned off a lot of my players. [i]Why the setting almost captured me again[/i] Unfortunately, it never did. I moved on to other settings, and have only occasionally glanced back at Thunder Rift's sourcebook. [i]Why the setting couldn't hold me[/i] The valley is too darned small, and the population is too sparse. PCs outgrow the area after a few levels, and start looking for bigger and better things. [/QUOTE]
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