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<blockquote data-quote="BiggusGeekus" data-source="post: 1495439" data-attributes="member: 1014"><p>General thoughts:</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* Kingdoms of Kalamar has never jazzed me. I'd play Forgotten Realms before KoK. I don't have a good reason why.</p><p></p><p>* 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.</p><p></p><p>* Bluffside is unusual and cool, but it lacks a certain ammount of product support. Pity. </p><p></p><p>* 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. </p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1495439, member: 1014"] 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. [/QUOTE]
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