Settings of choice:
Scarred Lands
The Good:
- Only three to four books at bargain price required to get you started. Some of the books are/were offered as free downloads at DriveThruRPG.
- Setting's is of high power, low magic item count (as per Relics & Rituals, items of up to 10 thousand GP have their value tripled, items of higher value are not available unless found/stolen/etc) variety, with very few strong NPCs willing to ally with you, and hundreds of enemies.
- Setting concept is pretty original. It's 150 years after apocalyptic war between gods and their parents. Everyone's trying to recover... and, while the previous conflict has basically shattered world into pieces, there are great power struggles emerging.
- Dragons are extinct (there is one baby dragon in a zoo... and there may or may be not a legendary land to which all dragons fled to avoid genocide, by both gods and titans).
- Moral ambiguity. Good vs Evil. Good and Evil vs Alien. Good and Evil and Alien vs Something Else. Every major city needs to have altars devoted to all gods, since it's the Evil guy's mercy you need to be able to appeal to.
- Flavorful NPCs. Likable evil tyrant. Fanatics who aid widows and orphans and, sometimes, burn villages.
- Places you just need your party pay visit to.
The Bad:
- The setting is dead. There is a fan driven support though.
- The setting hasn't been really made 3.5 compatible. _Some_ stuff has been corrected in final publications.
- There are numerous errors and balance problems.
The Ugly:
- GM does need to work with material sometimes.
- Watch out for new feats and prestige classes.
- Be wary of items and monster statblocks.
- Don't agree to any spell from Relics & Rituals II without careful and thorough analysis.
Still, it's damn good.
Regards,
Ruemere
Scarred Lands
The Good:
- Only three to four books at bargain price required to get you started. Some of the books are/were offered as free downloads at DriveThruRPG.
- Setting's is of high power, low magic item count (as per Relics & Rituals, items of up to 10 thousand GP have their value tripled, items of higher value are not available unless found/stolen/etc) variety, with very few strong NPCs willing to ally with you, and hundreds of enemies.
- Setting concept is pretty original. It's 150 years after apocalyptic war between gods and their parents. Everyone's trying to recover... and, while the previous conflict has basically shattered world into pieces, there are great power struggles emerging.
- Dragons are extinct (there is one baby dragon in a zoo... and there may or may be not a legendary land to which all dragons fled to avoid genocide, by both gods and titans).
- Moral ambiguity. Good vs Evil. Good and Evil vs Alien. Good and Evil and Alien vs Something Else. Every major city needs to have altars devoted to all gods, since it's the Evil guy's mercy you need to be able to appeal to.
- Flavorful NPCs. Likable evil tyrant. Fanatics who aid widows and orphans and, sometimes, burn villages.
- Places you just need your party pay visit to.
The Bad:
- The setting is dead. There is a fan driven support though.
- The setting hasn't been really made 3.5 compatible. _Some_ stuff has been corrected in final publications.
- There are numerous errors and balance problems.
The Ugly:
- GM does need to work with material sometimes.
- Watch out for new feats and prestige classes.
- Be wary of items and monster statblocks.
- Don't agree to any spell from Relics & Rituals II without careful and thorough analysis.
Still, it's damn good.
Regards,
Ruemere