Zarrock God of Evil
First Post
The Cardinal said:A friend and former player of mine (who is currently living in NYC) has decided to start his first own campaign in October 2003 (i.e. when he will be back here in Germany) - and I get to play!
And it gets better: he's asking the players (to be precise: the 2 players who are his old D&D GMs) what campaign setting they want to play in!!! Alas, I'm not quite sure about the details of many published settings, and I also don't know what settings will be out until this summer...
...so: I need help!
I like (but do not require):
- gritty or dark fantasy
- lots of different cultures for PCs
- exotic and dangerous wilderness areas "where no man/orc/dwarf/whatever has gone before" (or at least for the past 300+ years)
- high compatibility with "standard" WotC stuff (spells, PrCs, etc.)
- interesting "toys" (magic items, steampunk stuff, flying ships, whatever...)
I hate (with very rare exceptions):
- strong metaplots
- Elminster-type NPCs
- Kender
- certain gnomes...
He (the soon-to-be GM) could use:
- good pre-made adventures, especially if they form a series or part of a campaign.
now: What the §!$& is the right setting for us? And why?
Well there are a lot of things that would appeal to you from what I read. I have one personal suggestion which I will follow up with a bit more generic opinions:
Let the DM run you through Return to the Temple of Elemental Evil. It's a long adventure - easily expandable - and you can put it in pretty much any setting you want (I think it'll work particularly well in FR and Scarred Lands).
As for your own points:
I like (but do not require):
- gritty or dark fantasy: Ravenloft (only if you're into Gothic), Scarred Lands and the new FR are particularly well-founded for such a campaign - but pretty much any campaign setting can support this given the proper style of Dming...
- lots of different cultures for PCs: Most of the official settings are very well-developed in this area - none has the plethora of cultures on offer that the FR has, though (which some hold against it).
- exotic and dangerous wilderness areas "where no man/orc/dwarf/whatever has gone before" (or at least for the past 300+ years): Most of the major campaign settings feature such areas. In FR for instance, you could set a campaign in the Savage North, in the dinosaur infested Jungles of Chult or in the barren wastelands of the Horde.
- high compatibility with "standard" WotC stuff (spells, PrCs, etc.): FR, KoK and Greyhawk probably rule here - but the guys at S&S are doing such a good job with their Scarred Lands material that you'd probably not notice the difference. None of the settings make any huge alterations to the existing rules. KoK and FR feature accessories that HEAVILY expand your existing options - which is why I would recommend both to a player.
- interesting "toys" (magic items, steampunk stuff, flying ships, whatever...): Well, FR - having the greatest innate potential as a high-magic setting - probably rules this one. The have your examples in abundance (and if you like flying ships you might want to check out Dragonstar and Spelljammer one day).[7B]
And your other points:
I hate (with very rare exceptions):
- strong metaplots - Dragonlance seems to be the most problematic here. In the other settings the meta-plots can often be ignored in most areas of the worlds.
- Elminster-type NPCs - This speaks against FR of course - even though other settings have similar characters. Suffice it to say, no matter which setting you choose, your DM should avoid having all-powerful NPCs constantly meddling in your campaign (and this shouldn't be a problem for a reasonable DM).
- Kender: Well - byebye Dragonlance
- certain gnomes - I'm sure you thinking Tinker Gnomes, you Dragonlance hater you

Anyway that's my thoughs...
-Zarrock
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