Klaus
First Post
From what's available for 4e:So, I'm currently involved in a group that's doing a Points of Light style campaign - we're based in a town and are doing minor tasks around it. None of us has much experience with campaign settings, but I'm really curious about using one. What are the advantages and disadvantages of using a campaign setting, and which one would you recommend? I'll note that reading the excerpts about Dark Sun have gotten me really curious about that one in particular, but I'm also interested in the others.
P.S. Please don't take this as an opportunity to flame others for their choice of campaign setting - I really am honestly looking for suggestions.
1 - Forgotten Realms: this is actually two settings in one. The continent of Faerun has the usual D&D tropes, no different than the implied Points of Light setting. The continent of Returned Abeir is more of a lawless land, where gods are virtually unknown and Primordials are revered. Dragons rule vasts swaths of land and are opposed by most of their former dragonborn slaves.
2 - Eberron: this is D&D mixed with Indiana Jones, King Kong, World War I's aftermath and widespread "magitech" (warforged, magical airships, long-distance "telegraph", etc). Very broad in scope, an adventure could easily begin in a small town, then jump to a tropical jungle, a demon-infested arctic temple and end in a metropolis with mile-high towers.
3 - Dark Sun: D&D in a post-apocalyptic, sun-scorched desert wasteland where slavery is the norm, metal is rare and water is the most precious commodity. Even the "points of light" aren't that bright, with the big city-states being ruled by immortal Sorcerer Kings.