Looking For A Campaign Setting


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*is glad to see the hailing for Orcus* :)

We didn't take the druids away! :p

Firstly druids don't have to worship a god to cast spells. While it's generally a conceit of Forgotten Realms, it has wormed its way into other settings. Scarred Lands druids have no such problem. This also means they can have metal weapons since some (if for say they pay homage to Thulkas, the Iron Lord) can use that since it's a believeable way for them to "honor" their patron. And even with "Denev" in charge of the world, some can (at the expense of a wild shape) find a way to channel the power of their patron to make them more like the "cult" leaders they once were.

Even those that don't believe in titans can follow spirits instead. Admittedly I'd prefer for a shaman class to do that, but druids will fit that bill for now.

That explain that one to you Drowsbane?
 

Treebore said:
Rokugan is low magic, in the heart of the Empire. Along a certain border there is as much magic as the Empire and the Crab Clan can muster. A great setting if you want an oriental flavor. But it is largely Japanese with some chinese and other neighboring cultures thrown in. Mostly as legends and monsters. The "culture" of Rokugan is strongly based on Japanese.

Personally I enjoyed the setting most with the L5R d10 rules set. It really adds to the flavor of the setting.

Claiming Rokugan is a great setting for Oriental flavor is like calling General Tso's Chicken authentic Chinese food. AEG has completely watered down the societal and moral constructions that make feudal Japan fascinating. Admittedly, I'm somewhat biased as I have a significant background in Asian history, but still.

This thread seems rife with misconceptions about just about every published campaign setting. Eberron is neither high magic, nor high powered. There's a widespread use of low level magic, but the really potent stuff is by and large out of reach. Furthermore, most of the world is composed of low level characters, with only the examplars of the forces of evil standing as the high powered characters (The Lords of Dust, the Inspired, etc. al)

Also, I don't know where someone is getting the idea that Forgotten Realms adventures assume 32 point buy characters loaded down with magical items and capable of destroying their foes with eye lasers. Seems like just another person reading.

From my reading, it seems like the OP has disqualified just about anything offered to them.
My only real suggestion is Midnight, since it still features magic use (at a much curtailed level) and requires the players to really think and exercise caution in dealing with the world. Of course, it won't appeal to people who just want to kill things and take stuff, or characters with delusions of grandeur.
 

Kis,

We're hoping (or at least I am) he'll choose something he'll like. (Course if he choose Scarred Lands...well you know me! ;) )

But yeah the OP is certainly being way picky.

(Rok isn't General Tso though. It's more like Sesame Chicken! ;) )
 

I am using the Wilderlands along with Necromancer Games' mini-campaign/adventures , Dungeon Mag and DCC adventures, in addition to using Malhavoc's Arcana Evolved magic rules. It's got everything I need to be plug-n-play and the quality of the work from all parties involved is great.

Also, I must say that Valus is pretty cool too.

I am also fond of the Scarred Lands and I am looking forward to Ptolus and the DCC World.

Midnight was fun, but not really the mood I want for my games, and I haven't had time to give Kalamar enough of a chance -- though everthing I have skimmed has been good.
 


I suppose, since nobody has mentioned it, I will pimp Arcana Evolved as well. It is one book, with two puboished modules so far and lots of free linked aventures at DiamondThrone.com. It is lower in terms of magic in the sense that magic-using classes have more versitility but less powerful spells overall. The two published adventures have an emphasis on your players being able to think well in addition to engage in combat (and the setting emphasizes that as well). It replaces "psionics" with a core class that can cast spells psionically (the Witch, specifically the Mind Witch), and has some elements of psionics built in. It's not expensive, and remains well supported and is fully 3.5. It does change some core rules (particular concerning magic, the core classes, and some of the races), so know that going in.
 

Kishin said:
Claiming Rokugan is a great setting for Oriental flavor is like calling General Tso's Chicken authentic Chinese food. AEG has completely watered down the societal and moral constructions that make feudal Japan fascinating. Admittedly, I'm somewhat biased as I have a significant background in Asian history, but still.

This thread seems rife with misconceptions about just about every published campaign setting. Eberron is neither high magic, nor high powered. There's a widespread use of low level magic, but the really potent stuff is by and large out of reach. Furthermore, most of the world is composed of low level characters, with only the examplars of the forces of evil standing as the high powered characters (The Lords of Dust, the Inspired, etc. al)

Also, I don't know where someone is getting the idea that Forgotten Realms adventures assume 32 point buy characters loaded down with magical items and capable of destroying their foes with eye lasers. Seems like just another person reading.

From my reading, it seems like the OP has disqualified just about anything offered to them.
My only real suggestion is Midnight, since it still features magic use (at a much curtailed level) and requires the players to really think and exercise caution in dealing with the world. Of course, it won't appeal to people who just want to kill things and take stuff, or characters with delusions of grandeur.




I said Rokugan was "flavored" not "total immersion".
 

Nightfall said:
*cheers the cat* :) Thanks for the assist.

By the way, I am glad you responded over at Circus Maximus. I think you might be surprised by some (but not all) of the responses you got back in that thread you started. I genuinely hope you continue to post over at Circus Maximus. Your "spunk" is appreciated.
 

Mistwell said:
I suppose, since nobody has mentioned it, I will pimp Arcana Evolved as well. It is one book, with two puboished modules so far and lots of free linked aventures at DiamondThrone.com. It is lower in terms of magic in the sense that magic-using classes have more versitility but less powerful spells overall. The two published adventures have an emphasis on your players being able to think well in addition to engage in combat (and the setting emphasizes that as well). It replaces "psionics" with a core class that can cast spells psionically (the Witch, specifically the Mind Witch), and has some elements of psionics built in. It's not expensive, and remains well supported and is fully 3.5. It does change some core rules (particular concerning magic, the core classes, and some of the races), so know that going in.


Changes "some" core rules? OK, technically, your right, maybe. But with all the changed spells and different classes you may as well play another game system that is OGL. Don't get me wrong, I like AE, but I think you are seriously understating how different it is from standard core D&D. It was simpler for me to learn C&C than it has been for me to keep track of AE's differences.
 

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