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How about this for 5E Campaign Settings: "Classic Worlds of D&D"
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<blockquote data-quote="DMZ2112" data-source="post: 6234113" data-attributes="member: 78752"><p>Eliminating the hypotheticals as much as possible, the core setting of D&D5 is going to be Forgotten Realms, and I personally have always had a mental block when it comes to adopting the Forgotten Realms. I find it unapproachable. There's too much going on, and when I try to engage it I am always feeling like I am missing something, or doing something wrong.</p><p></p><p>So what would Wizards have to put in a D&D5 Forgotten Realms core book to change that for me?</p><p></p><p>Well, for starters I need a local map. Probably a few maps, because the chances that Wizards' idea of an appealing starting location and my idea of one are different. So let's say that Wizards gives me a few maps and one of them is of the Moonshae Isles, which I'm pretty fond of. Douglas Niles' novels are excellent, the Isles fit my mental image of a good D&D setting, and they're removed enough from high-traffic regions like the Dalelands or the Sword Coast that I don't immediately feel intimidated by the weight of history.</p><p></p><p>This map has to be detailed enough that I have three to six clear points of light for my characters to travel between, and the same number of points of darkness to explore (maybe a few more). So that's a dozen or so points of interest in the region.</p><p></p><p>I need enough current detail on these points of interest that I can make them feel distinct to my players within the framework of the Isles. What does it look like, who lives there, what are they doing. No maps; I'm already pushing the page limit on this idea.</p><p></p><p>Finally, I need a history of the region that hits the high notes and doesn't get boggy. Specifically, this treatment should answer the question, "Why are the Moonshaes like this today?" Ideally, this would contain references to older material I could find on dndclassics.com, like 1987's Moonshae, or 2008's Forgotten Realms Campaign Guide, rather than rehashing detail from past eras.</p><p></p><p>Eventually I'm going to want to leave the Isles (maybe), so the book obviously needs to cover all of Faerun in some detail. Major settlements should be given the "what, who, why" treatment, and each one should have two or three adventure hooks nearby so I can get a high-level feel for the region.</p><p></p><p>Something else that would be really helpful, particularly for the Forgotten Realms, would be a section on major global players and their current plots. Not just "what, who, why," but also where they are likely to have impact. A detailed look at recent and current events, and maybe some projections into possible outcomes.</p><p></p><p>Finally, I'll need a high-level world map and history to give all of this cohesion, descriptions and D&D5 stats for the major races, and religion details. The Greyhawk stuff. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6234113, member: 78752"] Eliminating the hypotheticals as much as possible, the core setting of D&D5 is going to be Forgotten Realms, and I personally have always had a mental block when it comes to adopting the Forgotten Realms. I find it unapproachable. There's too much going on, and when I try to engage it I am always feeling like I am missing something, or doing something wrong. So what would Wizards have to put in a D&D5 Forgotten Realms core book to change that for me? Well, for starters I need a local map. Probably a few maps, because the chances that Wizards' idea of an appealing starting location and my idea of one are different. So let's say that Wizards gives me a few maps and one of them is of the Moonshae Isles, which I'm pretty fond of. Douglas Niles' novels are excellent, the Isles fit my mental image of a good D&D setting, and they're removed enough from high-traffic regions like the Dalelands or the Sword Coast that I don't immediately feel intimidated by the weight of history. This map has to be detailed enough that I have three to six clear points of light for my characters to travel between, and the same number of points of darkness to explore (maybe a few more). So that's a dozen or so points of interest in the region. I need enough current detail on these points of interest that I can make them feel distinct to my players within the framework of the Isles. What does it look like, who lives there, what are they doing. No maps; I'm already pushing the page limit on this idea. Finally, I need a history of the region that hits the high notes and doesn't get boggy. Specifically, this treatment should answer the question, "Why are the Moonshaes like this today?" Ideally, this would contain references to older material I could find on dndclassics.com, like 1987's Moonshae, or 2008's Forgotten Realms Campaign Guide, rather than rehashing detail from past eras. Eventually I'm going to want to leave the Isles (maybe), so the book obviously needs to cover all of Faerun in some detail. Major settlements should be given the "what, who, why" treatment, and each one should have two or three adventure hooks nearby so I can get a high-level feel for the region. Something else that would be really helpful, particularly for the Forgotten Realms, would be a section on major global players and their current plots. Not just "what, who, why," but also where they are likely to have impact. A detailed look at recent and current events, and maybe some projections into possible outcomes. Finally, I'll need a high-level world map and history to give all of this cohesion, descriptions and D&D5 stats for the major races, and religion details. The Greyhawk stuff. :) [/QUOTE]
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