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<blockquote data-quote="Shiroiken" data-source="post: 8053579" data-attributes="member: 6775477"><p>Birthright - a fun concept, but trying to DM multiple players be rulers was way too complicated. I'd rather use the rules for the nobles a player would be working for. The "highlander" aspect was SUPER cool, but like psionics from 1E, almost no one actually had it by RAW. Instead it was tempting to give it to everyone, which then destroyed the novelty of it.</p><p></p><p>Council of Wrym - only played a couple of sessions before we all bailed. It was a novel concept, but there really wasn't anything to keep it interesting (unless you were just obsessed with dragons).</p><p></p><p>Dark Sun - played it several times, as a friend loved to DM the setting. I wasn't that impressed, but I think that was mostly the DM's skill. As a true "survival" campaign, you don't get any better than this, and the twist on every race was cool (especially the halflings). I don't really think the difference between preserving/defiling was played out well though, in any edition.</p><p></p><p>Dragonlance - played it a couple of times, as a friend loved to DM the setting. It's a cool setting for novels, but it's terrible to play. Kender and Tinker Gnomes destroy any group almost instantly due to their insanity (which players feed into). The only super positive thing I remember is winning an argument about Rastilin, because I was able to play a 1E magic-user to level 6 with only a 3 Str & Con, but an 18 Int & Wis, plus 16 Dex. I used smart play and carefully selected spells to stay alive (I know I wasn't that useful to the party). Eventually he killed me by forcing us to jump of a 50 ft high cliff, after having done it only a moment before (which I feather falled), and when I had everyone but the fighter jump in our Portable Hole, he made us still take half damage, killing me and the thief (who took a lot of damage from the first fall).</p><p></p><p>Forgotten Realms - for the love of Mystra, there are dozens of great regions to play outside of the Sword Coast! The Sword Coast they provide isn't even the Sword Coast (which is really just a section of cliffs between Baldur's Gate and Waterdeep. WotC has screwed the pooch by ignoring all this potential!</p><p></p><p>Greyhawk - I've been running Greyhawk for almost 25 years, ever since I became a DM. I could go into great length about it, but I've already done that with Dragonlance. I will say it's the best setting ever... to bad nothing's been put out for it since 1985 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Mystara - a pretty interesting setting, but we didn't get too much into detail with it, mostly just using the BECMI modules. The most interesting was when we did Test of the Warlords, which was a precursor to Birthright, having high level characters begin to tame a wild region with strongholds. We also ran a trilogy from Hollow World, which IMO was really cool (we didn't have the books, so we couldn't expand on it)</p><p></p><p>Nentir Vale - meh. It was a pretty generic setting for 4E to be dropped into. The Cosmic Axis attached to it was pretty interesting overall, but nothing worth trying to incorporate IMO.</p><p></p><p>Rokugan - an amazing setting that I ran for years... using the d10 system. The D&D version was iffy, because it tried to shoehorn mechanics that didn't really work into a setting not designed for them. It could be viable with heavily modified 5E rules, since 5E is more flexible than 3E was, but I'd probably rather get out the old AEG books instead.</p><p></p><p>Ravenloft - conceptually a great setting; I ran the original Ravenloft adventure multiple times. However, the DM who loved to run it looked at things... oddly. He seldom used horror checks, which from what I understand was an integral aspect of the setting. He consider Strahd (and most of the Domain Lords) as sympathetic figures, and felt that Paladins were the greatest villains of D&D ever. I think I would have enjoyed it under a different DM, but right now my experiences have been poor.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8053579, member: 6775477"] Birthright - a fun concept, but trying to DM multiple players be rulers was way too complicated. I'd rather use the rules for the nobles a player would be working for. The "highlander" aspect was SUPER cool, but like psionics from 1E, almost no one actually had it by RAW. Instead it was tempting to give it to everyone, which then destroyed the novelty of it. Council of Wrym - only played a couple of sessions before we all bailed. It was a novel concept, but there really wasn't anything to keep it interesting (unless you were just obsessed with dragons). Dark Sun - played it several times, as a friend loved to DM the setting. I wasn't that impressed, but I think that was mostly the DM's skill. As a true "survival" campaign, you don't get any better than this, and the twist on every race was cool (especially the halflings). I don't really think the difference between preserving/defiling was played out well though, in any edition. Dragonlance - played it a couple of times, as a friend loved to DM the setting. It's a cool setting for novels, but it's terrible to play. Kender and Tinker Gnomes destroy any group almost instantly due to their insanity (which players feed into). The only super positive thing I remember is winning an argument about Rastilin, because I was able to play a 1E magic-user to level 6 with only a 3 Str & Con, but an 18 Int & Wis, plus 16 Dex. I used smart play and carefully selected spells to stay alive (I know I wasn't that useful to the party). Eventually he killed me by forcing us to jump of a 50 ft high cliff, after having done it only a moment before (which I feather falled), and when I had everyone but the fighter jump in our Portable Hole, he made us still take half damage, killing me and the thief (who took a lot of damage from the first fall). Forgotten Realms - for the love of Mystra, there are dozens of great regions to play outside of the Sword Coast! The Sword Coast they provide isn't even the Sword Coast (which is really just a section of cliffs between Baldur's Gate and Waterdeep. WotC has screwed the pooch by ignoring all this potential! Greyhawk - I've been running Greyhawk for almost 25 years, ever since I became a DM. I could go into great length about it, but I've already done that with Dragonlance. I will say it's the best setting ever... to bad nothing's been put out for it since 1985 ;) Mystara - a pretty interesting setting, but we didn't get too much into detail with it, mostly just using the BECMI modules. The most interesting was when we did Test of the Warlords, which was a precursor to Birthright, having high level characters begin to tame a wild region with strongholds. We also ran a trilogy from Hollow World, which IMO was really cool (we didn't have the books, so we couldn't expand on it) Nentir Vale - meh. It was a pretty generic setting for 4E to be dropped into. The Cosmic Axis attached to it was pretty interesting overall, but nothing worth trying to incorporate IMO. Rokugan - an amazing setting that I ran for years... using the d10 system. The D&D version was iffy, because it tried to shoehorn mechanics that didn't really work into a setting not designed for them. It could be viable with heavily modified 5E rules, since 5E is more flexible than 3E was, but I'd probably rather get out the old AEG books instead. Ravenloft - conceptually a great setting; I ran the original Ravenloft adventure multiple times. However, the DM who loved to run it looked at things... oddly. He seldom used horror checks, which from what I understand was an integral aspect of the setting. He consider Strahd (and most of the Domain Lords) as sympathetic figures, and felt that Paladins were the greatest villains of D&D ever. I think I would have enjoyed it under a different DM, but right now my experiences have been poor. [/QUOTE]
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