Is your Campaign Setting a mish-mash of supplements?

What is your kind of Campaign Setting?

  • A purist CS : nothing added, nothing changed.

    Votes: 5 3.4%
  • A specific CS with a few minor external additions.

    Votes: 44 30.3%
  • A specific CS with a different set of rules (ex: Dark Sun with AU races and classes)

    Votes: 8 5.5%
  • An abberation of CS, odiously mixing everything and its brother together.

    Votes: 52 35.9%
  • A totally homebrew CS with few or no external influences.

    Votes: 33 22.8%
  • We don't use any CS at all! We play, but don't care to know where!

    Votes: 3 2.1%

Hmm--

My campaign features:

* The city and surroundings of Manifest (from Ghostwalk)
* A terrible evil from beyond the Ethereal (pseudo-natural creatures)
* Secrets Man Was Not Meant to Know (using sanity rules from CoC and UA)
* Weapons of great power (UA)
* An NPC who can tap into the power of a dead god to use magic unlike any known to man (WoT channeling)
* Psionics (Crystals and Cthulhu)

--G
 

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I mix and match lots of sources together into one giant monster. I use bits of the Forgotten Realms, Dragonlance, Everquest, Rokugan, Star Wars and so on. While the campaign tends to focus on a region, the world is actually large enough that many campaigns can be played in the same setting without much, if any, overlap.

Kane
 

Oy! Can nobody write polls that include my option! At least Calico Jack had the decency to include "other" in his polls, even if he begrudges you using it. ;)

I chose option #2 as the closest, but in reality, I wouldn't call my level of inclusion of addition materials "minor" (see sig). But I wouldn't call it an "abberation" either.

I am somewhat selective about the rules I implement and utilize, and try to emphasize certain supplement that seem to belong with the campaign concept.

For example, the last campaign I had was a swashbucking pirates-and-duelists campaign; I emphasized exotic fighting styles with Masters of Arms, and I was headed towards an Elric feel with various planehopping supplements. The yuan-ti were a major villains, and to tighten the focus on them, I plucked material from the slayer's guide to yuan-ti, libram equitis compiled, monsters of the mind, and various dragon issues. Of course having nautical elements, Seas of Blood and Seafarer's Handbook were a must.

My traditional fantasy campaign was more epic high fantasy, and used grandiose supplements like Airships, Book of Eldritch Might, Relics & Rituals, the Kaiju template from the dragon, etc.


My current campaign is second world, a fantasy technothriller type game with many modern elements. For an example of typically used book, see my current sig.
 


I use the Mystara setting with the OD&D Gazetteer series. I strip out the Hollow World stuff, however (I use the Immortals rules monster that is a planet as the homeworld, so it can't be hollow) and events from the Wrath of the Immortals mods never happened. I place the Hollow World nations in various locations across the continent and away from the Known World area, then tweak a few of the Known World nations (like using Oriental Adventures for the Alphatians). I'll pull in monsters, items, spells, feats, etc. from just about any source, but no real CS material (so no imported cities, NPCs, etc.). I do pull in flavor items from historical sources (i.e. adding more Viking flavor to the Northern Reaches, using Teutonic Knights for the Heldanic Knights, etc.).

I also would use the Dark Sun setting for a separate game, with very little alteration other than eliminating some of the things that happened in the Prism Pentad novels. However, my players are all terrified of Dark Sun so I never get to run it! :(


Eric
 

I generally play world settings pretty straight with a lot of generic supplements. However I used to run Ravenloft which allows a lot of dragging of portions of other settings into itself and I used a lot of plane hopping to get to different worlds. But when they were physically in different settings there was different flavor whether it was a Celtic world, Greyhawk, or Taladas. At one point I had characters from a Pseudo Greek D&D setting mixed with a Dark Sun Gladiator, a Forgotten Realms Bard, and later Ravenloft natives in the Ravenloft game, each with different cultural and world expectations played straight from their settings but thrown together as a party.
 
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I'm GMed many settings in my time ranging from Arudin (when it was three little books) Kesmai (some wierd online game I borrowed heavily from) and standards (Forgotten Realms, Greyhawk, Dragonlance, Spelljammer, and lately Scarred Lands) to home brew.

In almost all cases, there have been additions. Flying Buffalo used to make a lot of all purpose-generic sourcebooks ranging from Traps and Citybooks, to whole little towns for their Lejentia (super powerful high elves) series. It adds little details that the players may not expect and makes things more interesting overall.

Consistancy does become a bit of an issue though as you have more and more material and have to start wondering when would it be a good time to close the line or start off fresh. With so many races out now, it's almost silly to think of each of them having anything other than a small village here or tribe there unless you're building the setting from the ground up.
 


The "odious aberration" one. It's clearly FR, but a bunch more things added to it (like some AU classes, many of the Kalamar adventures, Freeport added to the Whamite Isles, some Scarred Lands cities such as Mithril, Hollowfaust, and Shelzar added to the South) and some things removed (most of the 3e 'story' changes).
 

Well, you asked -

Bluffside. But, we don't actually play in the city. :heh:
In fact, my party isn't even on the same continent. It's set in the Bluffside world, which only a handful of people really know anything about, myself included, since the original concept was developed by, well, me!

Aside from using some monsters from Tome of Horrors, everything else is pretty much canon, aside from numerous house rules.
 

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