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<blockquote data-quote="teitan" data-source="post: 1495687" data-attributes="member: 3457"><p>AAAAAAAAAAAAAAAAAAAAAAAND...</p><p></p><p>The Scarred Lands is a wonderful setting teaming with life and a less intrusive metaplot than the Realms. The setting is evocative and the 3E rules don't seem tacked on as they do sometimes in the Realms (mostly class issues like Monks and Sorcerors). The Scarred Lands is almost the default 3E setting as it plays up the best of the rules and adds some elegant mechanics to the rules that are a real blast.</p><p></p><p>The setting is a nice mix of Howard meets Tolkien, which is very primal D&D. The world was recently torn apart by war with the Titans (primal gods) and is beginning to recover. Don't think Dark Sun though, very different.</p><p></p><p>The setting has a dark fantasy feel, very reminiscent of Carl Sargent's work on Greyhawk and Warhammer, but not so dark as to be a horror setting like Ravenloft. Many races have experienced changes that are too numerous, yet subtle in many ways, to go into in a post on the internet. Lets use the word Forsaken.</p><p></p><p>The books for the Scarred Lands are plentiful and provide a lot of nice detail to the setting, but the awkward approach to presenting the world is not very new user friendly. A lot of information is spread out willy nilly, having started as a monster manual, then a magic sourebooks and then a small campaign setting sourcebook with various city sourcebooks before we got a nice chunky hardcover of the first continent. The other difficulty is the referencing to other sourcebooks that reminds me of the TSR approach to campaign publishing. Not really all that bad though, you require Ghelspad (the hardcover), Creature Collection 1, Relics & Rituals and Divine & the Defeated. If you want another continent, Termana, then sub that for Ghelspad. </p><p></p><p>Overall the benefits of the Scarred Lands, de-emphasized metaplot and enormous adventuring oppurtunities OUTWEIGH these flaws. There are vastly more benefits than drawbacks to the setting, which, unlike the Realms, really allows your players to be the stars of the world (unless your an elf trying to bring back the dead elf god, Vladawen is cool) and make a difference.</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="teitan, post: 1495687, member: 3457"] AAAAAAAAAAAAAAAAAAAAAAAND... The Scarred Lands is a wonderful setting teaming with life and a less intrusive metaplot than the Realms. The setting is evocative and the 3E rules don't seem tacked on as they do sometimes in the Realms (mostly class issues like Monks and Sorcerors). The Scarred Lands is almost the default 3E setting as it plays up the best of the rules and adds some elegant mechanics to the rules that are a real blast. The setting is a nice mix of Howard meets Tolkien, which is very primal D&D. The world was recently torn apart by war with the Titans (primal gods) and is beginning to recover. Don't think Dark Sun though, very different. The setting has a dark fantasy feel, very reminiscent of Carl Sargent's work on Greyhawk and Warhammer, but not so dark as to be a horror setting like Ravenloft. Many races have experienced changes that are too numerous, yet subtle in many ways, to go into in a post on the internet. Lets use the word Forsaken. The books for the Scarred Lands are plentiful and provide a lot of nice detail to the setting, but the awkward approach to presenting the world is not very new user friendly. A lot of information is spread out willy nilly, having started as a monster manual, then a magic sourebooks and then a small campaign setting sourcebook with various city sourcebooks before we got a nice chunky hardcover of the first continent. The other difficulty is the referencing to other sourcebooks that reminds me of the TSR approach to campaign publishing. Not really all that bad though, you require Ghelspad (the hardcover), Creature Collection 1, Relics & Rituals and Divine & the Defeated. If you want another continent, Termana, then sub that for Ghelspad. Overall the benefits of the Scarred Lands, de-emphasized metaplot and enormous adventuring oppurtunities OUTWEIGH these flaws. There are vastly more benefits than drawbacks to the setting, which, unlike the Realms, really allows your players to be the stars of the world (unless your an elf trying to bring back the dead elf god, Vladawen is cool) and make a difference. Jason [/QUOTE]
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