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<blockquote data-quote="scourger" data-source="post: 1569692" data-attributes="member: 12328"><p>I took a hint from the post above and voted twice for options one & four: stand-alone and GM discretion.</p><p></p><p>For me, a campaign setting really has to offer something new & exciting without deviating too much from the core. It should present just enough to make the new setting come alive without getting mired in too many rules or too much setting information.</p><p></p><p>For D&D, I run a core game. I call it a Greyhawk campaign, but I really mean it to be a core game. The depth of information presented in the PHB and the D&D Gazetteer is about all I need or want. The Living Greyhawk Gazeteer was too much broad detail. The AD&D sourcebook Greyhawk the Adventure Begins was much better for my d20 D&D game as it detailed the City & Domain of Greyhawk. This is an example of a stand-alone campaign. I have not felt the need to buy any alternate fantasy settings. </p><p></p><p>Non-fantasy D&D settings I have liked enough to buy & run are DragonStar, Judge Dredd, Omega World, and Skull & Bones. I have purchased many, many more camapign books; but they didn't get kept or run by me. I call these D&D settings because, although they are not sword & sorcery fantasy, they are based on the D&D d20 rules. DragonStar probably won't go any further for me due to player disinterest (although I would love to run Raw Recruits). It is a stand-alone campaign. Same for Judge Dredd, unfortunately, although I have 2 adventures unused and plan on continuing to buy future accessories. Both of those settings are strong because they provide adventures. I am trying to finish up an Omega World mini campaign. It is based on the adventures presented in Alternity Gamma World, and the conversion is a snap since Mr. Tweet provided such great rules for DMs in the game. Omega World is stand-alone. I am using less than 1/4 of Skull & Bones--mainly setting information and a few rules for ships. I really don't need to reinvent the wheel for the core game in order to run a pirates game, so I didn't. I'm just using the PHB and firearms rules from the DMG with no "flashy" magic. DM discretion works great!</p><p></p><p>Other D&D settings I would like to run are Spellslinger and the Shackled City Adventure Path. Note that each is a concise, portable campaign. Again, I don't need to reinvent the wheel to get my game on. I am hoping that Spellslinger will be close enough to the core D&D game to allow me to easily modify adventures I already own. Shackled City is another classic stand-alone D&D campaign.</p><p></p><p>As for alignments, I don't really care. I don't intend to put my players in an alignment straight-jacket. It is more fun for me to give them direction in the campaign world and let them make their own choices. For D&D, I expect them to be heroes. In DragonStar they were part of a military organization with attendant codes of conduct and loopholes. For Judge Dredd, they are judges and get rewards for acting accordingly. Omega World has no alignments, just hopes, fears and dreams. Pirates are piratical, even if they should become privateers. Spellslinger doesn't seem to need alignments. Alignments are helpful for fantasy archetypes, but otherwise I can take them or leave them. </p><p></p><p>My advice to you is to keep your new campaign simple and focus on presenting a compelling world with lots of adventures. If you do that, the alignment issue will solve itself.</p></blockquote><p></p>
[QUOTE="scourger, post: 1569692, member: 12328"] I took a hint from the post above and voted twice for options one & four: stand-alone and GM discretion. For me, a campaign setting really has to offer something new & exciting without deviating too much from the core. It should present just enough to make the new setting come alive without getting mired in too many rules or too much setting information. For D&D, I run a core game. I call it a Greyhawk campaign, but I really mean it to be a core game. The depth of information presented in the PHB and the D&D Gazetteer is about all I need or want. The Living Greyhawk Gazeteer was too much broad detail. The AD&D sourcebook Greyhawk the Adventure Begins was much better for my d20 D&D game as it detailed the City & Domain of Greyhawk. This is an example of a stand-alone campaign. I have not felt the need to buy any alternate fantasy settings. Non-fantasy D&D settings I have liked enough to buy & run are DragonStar, Judge Dredd, Omega World, and Skull & Bones. I have purchased many, many more camapign books; but they didn't get kept or run by me. I call these D&D settings because, although they are not sword & sorcery fantasy, they are based on the D&D d20 rules. DragonStar probably won't go any further for me due to player disinterest (although I would love to run Raw Recruits). It is a stand-alone campaign. Same for Judge Dredd, unfortunately, although I have 2 adventures unused and plan on continuing to buy future accessories. Both of those settings are strong because they provide adventures. I am trying to finish up an Omega World mini campaign. It is based on the adventures presented in Alternity Gamma World, and the conversion is a snap since Mr. Tweet provided such great rules for DMs in the game. Omega World is stand-alone. I am using less than 1/4 of Skull & Bones--mainly setting information and a few rules for ships. I really don't need to reinvent the wheel for the core game in order to run a pirates game, so I didn't. I'm just using the PHB and firearms rules from the DMG with no "flashy" magic. DM discretion works great! Other D&D settings I would like to run are Spellslinger and the Shackled City Adventure Path. Note that each is a concise, portable campaign. Again, I don't need to reinvent the wheel to get my game on. I am hoping that Spellslinger will be close enough to the core D&D game to allow me to easily modify adventures I already own. Shackled City is another classic stand-alone D&D campaign. As for alignments, I don't really care. I don't intend to put my players in an alignment straight-jacket. It is more fun for me to give them direction in the campaign world and let them make their own choices. For D&D, I expect them to be heroes. In DragonStar they were part of a military organization with attendant codes of conduct and loopholes. For Judge Dredd, they are judges and get rewards for acting accordingly. Omega World has no alignments, just hopes, fears and dreams. Pirates are piratical, even if they should become privateers. Spellslinger doesn't seem to need alignments. Alignments are helpful for fantasy archetypes, but otherwise I can take them or leave them. My advice to you is to keep your new campaign simple and focus on presenting a compelling world with lots of adventures. If you do that, the alignment issue will solve itself. [/QUOTE]
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