The Ptolus grab (for me) is that it's essentially a campaign in a box.
Important requirements for my next campaign setting include:
- Plenty of adventure material, fully developed with keyed maps, etc., because I am time-starved.
- Actionable underlying plotlines that the characters can influence and make their presence felt without excessive railroading.
- A realized sandbox setting with recurring NPCs, where the players can achieve a sense of verisimilitude and feel free to interact with it spontaneously, seemly unscripted.
The last campaign I ran that really gave me all these tools was a long-running Shadowrun game, and I was searching for a way to re-create that same vibe with D&D. Ptolus was the answer to my problem.
The adventure material in the box (Chapter 33, Night of Dissolution, etc.) and Ptolus related adventures (Queen of Lies, etc.) is a strong pregenerated foundation of adventure material. Adapt some supplemental material from Dungeon, Rappan Athuk Reloaded, and similar sources; PLUS some hand-converted scenarios from my surplus Shadowrun adventure collection; PLUS the spontaneous, player-driven encounter activities a good sandbox game will auto-generate; EQUALS no lack of player or DM choice of direction or materials.
The included adventures, campaign guide, and the game journals from Monty and Sue provide plenty of plot devices and enough 'future history' to give me a feeling of ownership over the setting. The level of detail that makes up most of the book allows the city to practically run itself, freeing me to focus on the players and their interactions with the setting. Basically, Monty took the near entirety of his 3E homebrew, and repackaged it in the most DM-friendly possible way, with notes and advice, and offered it for sale. Campaign in a box.
Cha-ching!
The maximum value of this product is for a DM who intends to run this campaign in whole cloth, with all its assumptions and quirks. As you carve it up and part it out, it still retains value, but loses some of the synchronicity that makes the book really great.
Ultimately, if the setting fiction doesn't float your boat, no amount of design excellence can make a product much more than a curiosity or collector's item; but that holds true for all setting products.
Important requirements for my next campaign setting include:
- Plenty of adventure material, fully developed with keyed maps, etc., because I am time-starved.
- Actionable underlying plotlines that the characters can influence and make their presence felt without excessive railroading.
- A realized sandbox setting with recurring NPCs, where the players can achieve a sense of verisimilitude and feel free to interact with it spontaneously, seemly unscripted.
The last campaign I ran that really gave me all these tools was a long-running Shadowrun game, and I was searching for a way to re-create that same vibe with D&D. Ptolus was the answer to my problem.
The adventure material in the box (Chapter 33, Night of Dissolution, etc.) and Ptolus related adventures (Queen of Lies, etc.) is a strong pregenerated foundation of adventure material. Adapt some supplemental material from Dungeon, Rappan Athuk Reloaded, and similar sources; PLUS some hand-converted scenarios from my surplus Shadowrun adventure collection; PLUS the spontaneous, player-driven encounter activities a good sandbox game will auto-generate; EQUALS no lack of player or DM choice of direction or materials.
The included adventures, campaign guide, and the game journals from Monty and Sue provide plenty of plot devices and enough 'future history' to give me a feeling of ownership over the setting. The level of detail that makes up most of the book allows the city to practically run itself, freeing me to focus on the players and their interactions with the setting. Basically, Monty took the near entirety of his 3E homebrew, and repackaged it in the most DM-friendly possible way, with notes and advice, and offered it for sale. Campaign in a box.
Cha-ching!

The maximum value of this product is for a DM who intends to run this campaign in whole cloth, with all its assumptions and quirks. As you carve it up and part it out, it still retains value, but loses some of the synchronicity that makes the book really great.
Ultimately, if the setting fiction doesn't float your boat, no amount of design excellence can make a product much more than a curiosity or collector's item; but that holds true for all setting products.