Help a returning DM pick a setting

I'm liking Dawnforge by Fantasy Flight Games.

The basic idea is that it's kind of a precursor world. It's very much standard D&D, but a long time ago. So, there are dawn elves and night elves, but they don't full on hate each, yet. The seeds of a typical D&D settings hatred between drow and surface elves are definitely in place, but it's still early enough that things could be patched up between the two sub races. I like the setting because there's a whole bunch of stuff like that that's kind of at the tipping point, giving the players a chance to really be movers and shakers in the major events of world history. Or, since it's a young world, there's still plenty of untamed wilderness, so if you aren't so interested in the epic, world shaking stuff, Dawnforge can certainly acomodate that too.

As for the base races and classes, Dawnforge was written as one of the settings in WotC's settings search, thus it's designed to accomodate all standard D&D races. They're just like in the PH, except they develop more over time, making them more powerful than standard races. If you know Tolkien, think about how Noldor elves in the first age were more powerful than third age elves. The cool thing about that is the races have a lot more stuff going on to help players customize their characters. Race means a lot more in dawnforge than a +2/-2 to a couple stats and maybe darkvision. Of course, roleplaying does the best job of differentiating the races, but having some crunch is nice too.

I like the way the setting feels fresh, yet familiar. It accomodates pretty much all standard D&D stuff, but it's kind of tabula rasa (sp?) for the players to shape the world. I've always been a fan of epic stuff, and dawnforge has epic written all over it.
 

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This is getting to the same but I join Derul and Calico with Midnight, for me it is all about being heroes when no one else can and fighting even when you don't think you can win...

that said the rules change are magic system, core classes mantained are fighter rogue and barbarian only and there are some new mechancis called heroic paths, basically something to give your character somethign in exchange for the low number of magic items, one pwoer each level and another possibility to add to the characetr concept when creating it.

The others have spoken of it fairly well so i will hold it to this alone.
 

Kravell said:
I'm using the Kingdoms of Kalamar campaign information. The rules and roleplaying information are actually in two separate books; currently I'm only using the roleplaying info.

Kalamar is a continent of kingdoms settled by different races of men. There are around five areas the continent is broken down into, allowing a DM (and players) to concentrate on only a few kingdoms at a time which is a big help. The regular rules of D&D apply (most kingdoms are human, armies keep order but individual monsters and villains need to be taken out by the PCs). In the roleplaying book there are no super poweful NPCs or heroes described, just some legendary names and exploits (I don't think levels are even given) which I like.

If you like a lot of detail, the campaign also has a book that is all detailed maps of the entire continent with nearly every settlement listed including population size. I do use this book, so I know exactly where the PCs need to go to buy certain things or to find powerful NPCs.

I'm using the Kingdom of Kalamar (oppressive king, dwarves/gnomes are enslaved or freedom fighters) and the new book for the Alubelok Coast. This new supplement details a city and surrounding islands and swamps. There is even a connection to the Underdark and a bunch of nasty fish monsters. The deep gnomes need Kalamar's help (they can't fight the fish monsters alone) but they don't want to get enslaved either as the surface dwarves and gnomes have been. Lots of good, solid roleplaying hooks plus the grippli and froghemoth are back.:)

Kenzer has a website with a lot of support and background so you can read about the setting before buying. I know the rulebook for PCs has new classes (a shaman and rogue variant I think), spells, feats etc. and looks good; I just haven't gotten around to buying it. Also lots of adventures, supplements, and adventures. With the campaign set and the core rulebooks I haven't needed the extra rules, although the Alubelok Coast does refer to it occasionally. The adventures are a big help, though.

Because Kalamar is licensed, Kenzer can reference all D&D books not just the SRD. If you like variety, this setting has a lot of options. If you want to keep it simple, the basic campaign book and one setting book would be a great start. Either way, Kalamar is about core D&D--PCs being the stars, fighting monsters and defeating villains, roleplaying with fantasy cultures, all in a world where natural disasters, wars, kings, gods, and scheming secret organizations can change the world around the PCs and offer many adventure choices.


Don't have much time. I second the Kalmar motion. It's a very "realistic" fantasy setting.
 

General thoughts:

* Midnight is different to run by which I mean it might be harder to run. The Challenge Ratings for Midnight are a little different from standard d20. This doesn't make it bad, but if you are just getting back into the swing of things it is certainly something to keep in mind. I happen to like Midnight, but I'm not going to say that DMing it is a walk in the park.

* I don't like Forgotten Realms, but I strongly reccomend it to new DMs. The patchwork nature of the FR makes it exceptionally difficult to truly screw up. Also, some of your players might be familiar with it from the CRPGs and that's not a bad thing.

* Kingdoms of Kalamar has never jazzed me. I'd play Forgotten Realms before KoK. I don't have a good reason why.

* I've also never really gotten into the Scarred Lands although I've liked what I've seen. Getting into the Scarrled Lands has struck me as being similar to eating an entire cheesecake by yourself. It might be very yummy at first, but there's a LOT to it and it's easy to overdose on it.

* Bluffside is unusual and cool, but it lacks a certain ammount of product support. Pity.

* Monte Cook's Arcana Unearthed is also cool, but like Midnight you're taking a step away from traditional D&D. Again, not bad, but something you should keep your eyes open to before buying. The setting is a combination of Asian Indian and Western fantasy motifs. But the rules are a step to the left of standard d20.


If all of the above seems negative, please don't take it to mean I hate them or anything. All of the settings above have something to offer and you won't go wrong on any of them. For that matter, you might want to check out Ed Cha's Hamlet of Thumble. It's a module, not a setting, but it has a lot of setting content.
 

Thank you for the mention, BiggusGeekus.

In addition to The Hamlet of Thumble, there is also The Village of Oester.

Anyhow, I'd really recommend the World of Whitethorn. You basically build the world piece-by-piece using each adventure setting in an interconnecting way. It's a lower commitment (each product is $15-$16) and you can easily incorporate other settings as a background.

Whitethorn is a low/medium magic setting with the focus on personalities and story development. There are many interesting characters and side-plots.

Much of the world is inspired by real-life history and geography. The current focus is on a Celto-Saxon-Nordic part. Others to follow will center on Greco-Roman, Middle Eastern, or other cultures.

For more information, check out the Web site:
http://www.openworldpress.com
 
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Biggie,

Hey we might be cheesecake, but everyone likes cheesecake! And you're not alone when you have your very own Sage to advise you. ;)
 

* Midnight is different to run by which I mean it might be harder to run. The Challenge Ratings for Midnight are a little different from standard d20. This doesn't make it bad, but if you are just getting back into the swing of things it is certainly something to keep in mind. I happen to like Midnight, but I'm not going to say that DMing it is a walk in the park.

That is indeed a concern, although for someone who played previous editions that is no big deal, there were no CRs back then and I still sue the same method of dedtermining the opponents for my groups, check the monster and compare it to the party. You give very wise and good advice anyway, in all the topics.
 

Well, I have been gaming in the Forgotten Realms for two years now. I used to absolutely HATE the setting in 2E, after a love affair in 1E, early 2E.. then it just went insane and the villains went all Laurel and Hardy on us.

When I bought the FRCS I was reticent. I mean for the last SEVERAL, and I mean SEVERAL, years, FR had this huge Drow explosion and it really sucked the life out of the Drow as villains, so I was dreading that being an issue. The L&H issues with the BBEG and the over-inflation of power in the NPCs was also a concern, but I bought it anyway because my players voted for the Realms (frigging fragging Baldur's Gate games). Boy did the designers really dress that stuff up and make it all purty and fun again.

The Forgotten Realms is the largest, most detailed setting that has ever been seen in any form, next to the Bible. The theme of the setting is very simple, exploring ancient ruins and fight the forces of evil wherever they maye emerge. Straightforward as all get out.

The Forgotten Realms are known not just for the size of the map but for what it includes. Any campaign you can imagine can be set in the Realms, from EGyptian style adventure to desert survival to Arabian adventure to Arthurian Romance. You name it, the Realms can accomadate it for you.

The races have only minor differences, Elves are taller and their is a race of halflings that can read minds. You also have expansion to the races such as moon elves, sun elves, wild elves and Svirfneblin, Aasimar, Tieflings, Genasi and Races of Faerun provides even more...

Unlike other settings, all you need to play FR is the core book, the Forgotten Realms Campaign setting. Contained therein is enough information for years and years of campaigning and just enough detail to help you start and if you want more, there is almost twenty years of material out there for the setting, such as the excellent FR1-16 series. Sadly the majority is out of print for the 1e and 2e days but inexpensively available on Ebay and as ESDs on the SVGames website and a lot of the material has been updated in recent products like the excellent (very FR1-16 feeling) Silver Marches, Unapproachable East (Thay etc.) and Underdark as well as the upcoming Serpent Kingdoms, Shining SOuth and Waterdeep sourcebooks.

Like I said though, if you don't care about the intricate details you need just the FRCS to play with and make it up as you go! One of the great things about this book is that it provides a nice little sidebar on monsters that were part of the Faerun compendium of monsters and what a DM who doesn't have the book can replace these monsters with. Very helpful to me in my early campaign because I didn't want to pay the inflated price on that particular TINY, LITTLE book (22 bucks for 96 pages????), Thank god for Ebay. But these sidebars really help.

Another nifty thing is that the sourcebooks that might relate to another D&D sourcebook provides you with the information you need to understand and use the supplement in EVERY aspect without having to purchase that other book. Example: Faiths & Pantheons is the deity supplement that further details the core group of deities from the campaign setting book and also provides some good information on the other deities listed, but not described in the book. At the same time WOTC also released Deities & Demigods, a sourcebook of Greyhawk and real world deities that explained the mechanics of godhood in the D&D game terms. WEll, the same information is presented in Faiths & Pantheons as it relates to Faerun, so what would have been a messy situation at TSR (needing to have De&De to understand F&P) was turned into a great thing. Similar things occured with the Races of Faerun and Savage Species sourcebook. WOTC really helps a DM and his players out as opposed to hindering them.

FR is a great, expansive world that has shed its former habits, thankfully. When you play FR you ARE playing D&D.
 


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