Please Help Me Select a Campaign Setting

Fast Learner said:
1. The magic level isn't super-high. I'm willing to run Forgotten Realms if it's best for the other criteria, but I'd prefer something lower magic.

2. There are adventures available that readily fit the setting. I ran one Nyambe adventure one time, but the lack of sufficient supporting material made it impossible to turn it into a real campaign without a lot of work.

3. There is some kind of "home base" setting available, like a town or city the players spend their downtime and training time in.

4. It's D&D, 3.0 or 3.5. I know there are lots of other great games, but my players have Player's Handbooks and such, and want to play D&D.

I'm gonna add my $.02 for Eberron.

1. There is magic prevalent, but very low-level magic. High level spells are very hard to come by.

2. Short adventure in the ECS book (Forgotten Forge), Three published adventures (although the second is railroady, it's still fun), three adventures in Dungeon Magazine, the ability to drop the new Age of Worms adventure path into it easily, and a wide open new world in which any module can find a place.

3. Sharn: City of Towers is a great home base city. Every time I crack that book open I find something new to hook the players.

4. Definitely official and 3.5 Dungeons and Dragons, with lots of support online and in the official publications.

Oh, and Action Points Rock!
 

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Pramas said:
If you can wait just a few weeks, our new Thieves' World line sounds like a good match. The Thieves' World Player's Manual is out first, followed by an adventure, Murder at the Vulgar Unicorn. Later this year is Shadowspawn's Guide to Sanctuary (a big city book) and the Thieves' World Gazetteer (a book about the wider world).

http://www.greenronin.com/catalog/grr1801

http://www.greenronin.com/catalog/grr1802

Thanks Chris, this sounds interesting and I had not heard about it!

DM
 

Wow, I had no idea there were so many settings available. Thanks again, all for such great advice.

I'll be deciding over the next couple of weeks. I'm intrigued by Wilderlands, but I have to get the game going. Thieves' World was one of my favorite settings (both the early books and the boxed game), so that's awfully tempting.

And so many others mentioned. Thanks again!
 

Fast Learner said:
I'm intrigued by Wilderlands, but I have to get the game going.
There's no problem with that. The 'Player's Guide to the Wilderlands' has been available for quite some time now, complete with a poster map, regional descriptions and specific rules. And the CSIO alone is a city setting that will keep you busy for months ;).
 

Fast Learner: if you want to get a Wilderlands game going, you can do so with the City State of the Invincible Overlord (you could have a full campaign with just that book) and the freely available "Rorystone Road" supplement you can download from the Judges Guild Webpage. That will be more than enough until September (the boxed set's official release date) or Gen Con (if you can get there - a pre-release will be available).
 

Ron said:
Greyhawk has a long tradition of products. Despite the fact that the only sourcebook available to 3.x is the Living Greyhawk Campaign, it is very complete and work with both 3.0 and 3.5 editions, as it lacks any additional rules. Oddly, this is a great advantage, as there are already too many rules in the core books and it makes the book edition free.

In addition, Greyhawk has a LOT of fan support that you can leverage across any edition that you want to play. Check out www.canonfire.com and the links on my GH site for a good sampling.
 



I wouldn't suggest Eberron ... it's interesting, but VERY different and I, (though I'm in the minority) don't think they pulled it off well. People will say it's low magic, but prevelant magic ... which is true, to some extent. The logic of the setting is that D&D magic having an effect on the evolution of society would create something more magic-intensive ... magical railroad, magical airships, magical postal service, living constructs ... it's got alot of victorian "gaslight" themes, most of them "magelight", say ... which is really tastey.

The rules, however, embrace wild power with abandon. Warforged are +0 LA and an interesting idea, but there's almost no reason NOT to play one, which disturbs me (you can even make a great Artificer with one). The Artificer class is quite flavorful, but seems to unintentionally interact with all the other spellcasting classes in the game to take alot away from them and interacts with the rules in such a way as to often be overpowering.

I'd actually like to do Eberron in something like Grim Tales, where I could highlight the prevalent magic while keeping it more low-key.

Kalamar looks interesting, but even with the heavy pimpage, it feels all but Flavor-Free ... I'd like to see them talk more about the Hobgoblins and maybe some of the HIGH MAGIC aspects of the setting. I'd say I'm a low-magic kind of guy, but I don't want to play Harn.

RttToEE has gotten ALOT of ground coverage for me and my groups ... it's slottable anywhere, but there's alot to be said for a Top Down campaign ... we have Hommlett, we have Verbobonc (which alot of data can be found on online, which heavily supplements the campaign) and all the vital areas heavily detailed ... you can play in Greyhawk without bothering with much beyond the borders. Alot of campaign setting books have lots and lots and lots of flavorful places, but there's only so much a group of people will ever experience.

I've started becoming a real lover of the Paths, especially for my casual D&D games. I want to get the Shackled City book, and I'd REALLY like a chance to check out the Age of Worms path, but I don't have a Dungeon sub and it'd be too expensive at this point to try and buy up back issues.

--fje
 

HeapThaumaturgist said:
Kalamar looks interesting, but even with the heavy pimpage, it feels all but Flavor-Free ... I'd like to see them talk more about the Hobgoblins and maybe some of the HIGH MAGIC aspects of the setting. I'd say I'm a low-magic kind of guy, but I don't want to play Harn.

Well, if you're looking for more on the hobgoblins, you should check out Strength and Honor: the Mighty Hobgoblins of Tellene (PDF preview).

The high magic doesn't really present itself openly. Certainly, there is magic all over the place, but it's often woven into the background as myths and legends for the DM to do with as he sees fit.

For example, the humans of Brandobian came to see themselves as superior to the demihumans and all other “lesser” races. They even credited themselves with teaching the elves magic and the halflings how to grow carrots. Soon only pureblooded Brandobians held offices of power. The Brandobians persecuted their demihuman neighbors and all foreigners, even non-Brandobian humans.
When the elves had enough of the humans’ arrogance, they withdrew into Lendelwood, content to wait for the short-lived humans to die off. The Brandobians were not content with driving the elves into the forest. In an effort to force all elves from the area, they mounted an attack on the Lendelwood. The elves ambushed the humans and easily defeated them in the first major clash.
Humiliated, the bitter Brandobian King threw insults at the elven ruler. The elven king responded with laughter and a magical blessing for fruitful loins. Less than a year later, the queen gave birth to triplet boys.
As the princes matured, each felt that he was the rightful heir to the throne. When the king died, all three brothers claimed the crown. The country fell into chaos as the brothers vied for control. The nature of the elven curse finally became apparent; Brandobia tumbled into a bitter civil war.

Also, wizards and sorcerers are not overly common and common people accept most unusual and seemingly inexplicable events as the work of one of the gods rather than arcane magic. In smaller communities, the townsfolk easily confuse wizards and especially sorcerers with clerics, and arcane spells may be misconstrued as miracles or portents of the gods. This can work to a spellcaster’s weal or woe depending on which god the commoners believe sent the miracle.

Of course, there are still some possibilities for a good DM to use if he or she's looking for a really high magic campaign. For example, for the first ten years of its existence, the kingdom of Pel Brolenon was a utopia. Then a scouting party came upon a strange stone temple in the Eldrose Forest. Its doors stood over twenty feet tall and were inscribed with a large rune. The party managed to open the doors, and in doing so, broke the ancient magical seal. Unwittingly, they released the Overlord who had been imprisoned there by other gods millennia before. The deity immediately made followers of the valley people. Pel Brolenon has since become the single largest source of slaves on Tellene.
Just have the PCs try to re-entrap the Overlord... :)

Another idea would be to meet up with a trio of wizards that has formed a core of a guild they hope will grow into a large organization. They claim as their goal the discovery of the fabled Lost City of Sekhancha, supposedly destroyed by the gods because their primary wizards had developed alchemy and medicine to such a degree that potions, poultices, and balms cured people of all diseases, extended one’s lifespan and enhanced magical abilities beyond those of mortals and into realms belonging to the gods.

Heck, just send them to the city of Dynaj. What makes this community such a frighteningly unique place is the abundance of undead found in the Khydoban Desert, which is aptly nick-named the Dead Lands. This unusual distinction makes the city a haven for unsavory individuals seeking to interact or do business with Dynaj's unholy neighbors. Desperate generals occasionally visit Dynaj, seeking to hire undead mercenaries.
It is rumored that somewhere in the Dead Lands lies an entire country populated with undead and ruled by a lich lord. Although these rumors are unsubstantiated, certain merchants head east from Dynaj with full cargoes and return with empty wagons and pockets lined with gold.

Or Giilia, City of Bats. Giilia answers to the absolute rule of its ruler for the last 200 years, an elven vampire known only as Esmaran. Esmaran does not intend to concede power. The city’s next ruler will have to wrest power from her by force. Besides the immediate need for heroes to destroy the undead villains in the city, the area is ripe for adventurers. The bats draw a wide range of predators. A cave complex just over a mile west of the city holds one of the largest colonies of bats on Tellene. Sixteen million bats live in a huge underground cavern system that has yet to be fully explored by anyone, even the dwarves. Giilian myth says that mind flayers live in the deepest part of the complex, but the people of Giilia do not like to spread the rumor. They have enough monsters of their own without making up stories about others. The caves themselves could be home to nearly anything the DM wants to put in there, and the Sotai Gagalia Headlands have a reputation for being the stomping grounds for tribes of goblins and bugbears.

Anyway, I could go on and on but, basically, there are plenty of opportunities for someone interested in running a high magic campaign. But it's not a setting where every city has a shop of magic items, there's continual flame streetlamps on every corner, several 20th+ level characters in each town, and so on. It's much easier for a DM to add magic than to take it out, and that's part of the intent. :)
 
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