Does this setting exist?

The new Freeport book (available early in 2007) will be like this: A systemless "Pirate's Guide to Freeport," followed by a book of crunch for several different rule sets. (A True20 book, a D20 book, etc.) It also jumps the timeline forward five years after the Freeport Trilogy, Hell in Freeport, Black Sails over Freeport and Crisis in Freeport, which will be an incentive for people burned out on the setting to pick it up. (I'll be grabbing it just so I can layer in things, knowing how they're probably going to turn out.)
 

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WayneLigon said:
Harn's what? They have several gods in that setting plus discussions of your afterlife, various myths and tales of a few of the gods, etc. Priests of the various gods have spells and powers available to them from those gods, etc.

This is not the case in the edition of HarnWorld that I am familiar with (second, IIRC). The people believe in gods, but the truth is that there is no real proof that they exist. The default assumption in the books that I possessed was that they didn't and that people simply invented them to explain things like Shek-Pvar magic, monsters, and the like.

Note that belief and existence aren't the same thing rules-wise. I beat my head against the wall for weeks trying to think of ways to make AD&D 2e magic conform to the aforementioned default assumption present in my copy of HarnWorld to no avail. It was either pitch out AD&D'a ssumption about gods or pitch out HarnWorld's. I finally settled on using HarnMaster to run the game ;)

The Blue Rose: World of Aldea book doesn't have a great deal of rules-material in it. It mainly discusses culture and geography. What True20 content is in there should be fairly convertable back to D&D.

Tekumel is also a good idea; there have been systemless books done for it in the past. You might be able to find some of those in some FLGSs.

I think the Warhammer worldbook is relatively crunch-free. Most of it's unique elements should be easily adaptable in an evening.

Of those, I think that Aldea probably holds the most allure for me. Thanks for the suggestions, though.
 
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Whizbang Dustyboots said:
The new Freeport book (available early in 2007) will be like this: A systemless "Pirate's Guide to Freeport," followed by a book of crunch for several different rule sets. (A True20 book, a D20 book, etc.) It also jumps the timeline forward five years after the Freeport Trilogy, Hell in Freeport, Black Sails over Freeport and Crisis in Freeport, which will be an incentive for people burned out on the setting to pick it up. (I'll be grabbing it just so I can layer in things, knowing how they're probably going to turn out.)

Personally, I love Freeport, though it's a bit limited in scope for what I want (I want a world setting).
 
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I'd have to recommend Wilderlands of High Fantasy by Necromancer - which is funny, especially since Bluffside was mentioned in this thread, and I was one of the lead authors! :)


And on the 80/20 rule for OGL compliance, I suspect in reality it's not really enforceable all that much. I mean, The Wilderlands is over 500 pages. Are they really gonna count up OGC and divide it out of the total to see how much is open content? I don't think so.

Willderlands is the coolest thing since sliced bread, in my opinion. It's 18 maps, with hexes. Many of the hexes are detailed. It's very traditional in the D&D sense - no over-arching metaplots, or weird races, or anything like that. It's "greyhawk" like in simplicity, but richly detailed.

Personally, I don't see myself ever using any other campaign setting. It has everything I need. Well, except for the gods. I don't care for the gods, but I'm using the Forgotten Realms pantheon, so it's all good. ;)
 


der_kluge said:
I'd have to recommend Wilderlands of High Fantasy by Necromancer

Two things keep me from (re) purchasing the Wilderlands box set:

1. The gods. I know it's a tiny part of the setting, but they rub me wrong all over.
2. The fact that $30 more dollars gets me Ptolus and $20 more dollars gets me The World's Largest City. I'm not sure the box set is a great value when you take that into consideration.

Incidentally, this second line of reasoning applies to Goodman's DCC #35, too. I'm a gamer on a budget, so I tend to scrutinize my potential purchases very carefully (the exception being the impulse buys, most of which I fully regret later).
 
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I doubt there is. :) Though FRCS is a book full of fluff. The rest of the series not.

I think WFRP is almost close to what you want. The rulebook has quite a few rules, but things like "Knights of the Grail" or "Sigmars Heirs" are 98% fluff.
 

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