Dr. Awkward said:
I've played with FR people before. The canon is unassailable and unbelievable. With Greyhawk I can mess around with canon willy-nilly and nobody bats an eye. If I were to run FR and try to work my own material in, it would cause heads to explode.
Yeah, of course. Every single FR fan is like that. They actually call the setting Forgotten Reich.
Get a grip, seriously.
Cedric said:
At any rate, thanks for the advice, I'll check out Midnight. Though, at this point I'm developing a very clear idea of how I want my world to take shape, so I'm definitely going homebrew, but I can get ideas from Midnight.
I see others told you about it already, so I can save my remarks. I can only recommend the setting. It's awesome:
The races are different from standard D&D, sometimes very different. Gnomes, for example, are hardly recognisable, as they are riverfaring traders (and also spies and smugglers, working against the Shadow's forces)
The magic system is different, too. The old classes with magical abilities are gone (yes, that means only barbarian fighter and rogue are around.), and instead we have the Channeler, who specialized on spellcasting (which is now open to every character - you can make a fighter with a bit of spellcasting - but the channelers are so much better at it).
For the background, imagine how Middle Earth would look if Sauron had won the Ring War and got his ring back. Fast forward 100 years. Elves and Dwarves are still putting up a fight, but they're slowly, but inevitably driven back. Humans are sold out and betrayed, ruled now by those very traitors who in turn answer to Izrador, halflings are enslaved. Only the gnomes, who seemingly sold out (but are secretly working against the Dark God) have a modicum of freedom.
The setting has several interesting twists, which elegantly explain some creatures and do away with several things taht would pose a problem to the setting flavour:
When Izrador was cast down from the heavens, he turned that defeat into a dark victory by closing off the other planes forever behind the Veil. Now nothing can get out of, or into, the material plane. Nothing. No prayers to the gods (or godly divine magic, which pretty much rules out resurrection and severely limits healing for those not praying to the one god that is available - Izrador), no wizard who wants to take a shortcut through the astral. No souls of the dead (so they return as the Fell, the undead.), no demons or other outsiders.