D&D 5E Sell me on a Campaign Setting

evil homer

First Post
Sometime in the next 6 months or so I'll be starting a new Campaign using the 5th edition rules set and I'm looking for a campaign setting. I can always Homebrew and I probably have the time to make that happen but if there's something out there worth looking at I'd be interested in hearing about it. I'm pretty familiar with the stock TSR/WotC settings and I've run games in Golarion as well. What I'm looking for is something I run something that is is not High Fantasy (Dragonlance) and where hero's matter (my issue with the FR). I'd consider cribbing from FR (starting with the 3.x FRCS) and scaling back the power somewhat in the world.

Anyhow toss out suggestions if you have them.
 

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Spelljammer. Think of the possibilities.

Battlestar Galactica with Warforged that look like people.
Firefly crew getting jobs to get by tied into larger galactic goings on.
Babylon 5 the strange and dangerous in the galaxy come to you. Lots of political intrigue.
Star Wars: low powered sun swords for everybody!

Or some blend of that, all still in a fantasy/swords and sorcery setting in space.
 

Ravenloft could be called "dark fantasy". The overall feel is a bit more Renaissance than Medieval, but it can be pushed anywhere from Medieval to Enlightenment era.

Done with care, Ravenloft is very much about the heroes. It's up to the DM whether or not they can actually end the curse of any of the lords. Even if the curse can't be lifted, though, the PCs are the light that prevents the land and the folk from being completely damned. Sure, the Lord of a Realm may "live" on to do evil another day, but that's not any more defeatist than a setting that always has another villain waiting in the wings to replace the one that the PCs just offed.

Also, because the BBEG is usually following a script and the land hates the Lords as much as anything else, the PCs have the chance to defeat some pretty potent opponents at a pretty low level -- it's perfect for the idea of bounded accuracy in 5E. The key for the PCs is just to be smart enough to not stand anywhere they're going to take massive damage, and run when it makes sense.

If I were to run a Ravenloft game, I might give them a bit of freedom, early on, in moving between realms, but they'd eventually find one lord that really resonated with them (maybe you know your group well enough to start them there). That lord would be the focus of most of the campaign. If the game lasted to 20th level, I'd probably give the PCs a real chance of freeing that land from the curse and being expelled from the demiplane. The PCs can go with it, replacing the lord, and retire to the "happily ever after" of making the land rich and green, once more.
 

Wait, the heroes don't matter in FR? Then who does matter in FR?

More broadly speaking, one option is to start with an established, published setting, then have everyone at the table suggest a specific ("I want a plot hook in THIS location", "I want the party to have a wise non-adventuring NPC mentor", "I want an oddball combo of villains, such as drow working with doppelgangers"), repeat as needed. You get much of the freedom of homebrew, layered on top of everyone having the same basic map already.
 

Eberron.

I can't list all the insanely good points that make this setting feel like an actual organic world with history and change and it's potential for running games of any style. From standard Sword & Sorcery, through to pulp detective crime novels in Sharn to Raiders of the Lost Ark style exploration of Xen'drick.

Eberron takes all the familiar things you know from D&D and gives them a slight twist to make them part of an interconnected setting. Goblins, Hobgoblins and Bugbears are the survivors of an ancient empire that was strictly divided into castes. Orcs are a savage, wise tribal species that were the first druids and gatekeepers, protecting the world from invasions from the Far Realms. Dragons can be of any alignment no matter their colouring. Religions like the Path of Light, serve no Diety but focus on the journey to peace and enlightenment.

It's great.
 

Not High Fantasy???
But heroes matter?

Time to look outside D&D's published ones. They're all essentially variations of high fantasy

My recommendation: implement the earlier Warhammer world (WFRP1/WFB3) world with 5E stock classes. The spells in 5th are toned down enough to be actually a bit less potent than the highest casters under WFB1 Realms of Sorcery. The world is grim and gritty, has many high fantasy tropes, but avoids the "Magic Solves Everything".

You'll want to use the Sanity stat, and have terror affect it short term. Failed terror leads to corruption. Casting spells needs a roll... probably DC 5 + (2 * SpellLevel). On a natural 1, or a fail by 10, take a point of corruption.

When corruption exceeds 10, every new point triggers a DC=Corruption Sanity Save; failure brings an insanity, but also knocks off 10 points of corruption. Failure by 10+ brings a mutation.

Sure, you eventually go totally batty... and change into something no longer human/demihuman... but you make a difference to lots of people, because the heroes are so much better than the common man.
 

Dark Sun is a great choice for "grittier but still kinda heroic" fantasy. It's one of my favorite settings and it's probably worth taking a look.

That said, I'd go against the common wisdom of starting with a setting and would start with a good adventure instead. I'm currently running Night Below for my Saturday group and we're having a blast. While I've set the game in the Forgotten Realms, it's basically providing the names for gods and that's it. There are some great adventures with no setting attached but very good background and various opportunities for player heroism.
 

You could always look at other people's home-brew settings and take what you like from them to create your own world. Or, as Giltonio said, pick a really good sandboxy adventure for low-level characters, and design a campaign world around it. Bone Hill, or Saltmarsh are two good choices that have some of the feel you're discussing. And just build from there. Use the generic gods from the PH if you don't want to spend a lot of time designing your own, and let it flow.
 

First of all, re: "heroes don't matter" in the FR, remember that you can do whatever you want with it. Don't want mega-NPCs wandering around? Don't use 'em; as you said, scale back the power. The point of *any* campaign setting is to make it your own.

Here's a list of campaign settings to consider, off the top of my head:

TSR/WotC (Official)
Greyhawk
Dragonlance
Mystara/Hollow Worlds
Forgotten Realms
Pseudo-Realms: Al-Qadim, Kara-Tur, Maztica
Spelljammer
Planescape
Dark Sun
Birthright
Jakandor
Eberron

d20/Pathfinder
Blackmoor
Golarion
Midgard
Midnight
Dawnforge
Oathbound
Nyambe
Primeval Thule

Literature
Middle-earth
Hyborian Age (Conan)
Newhon/Lankhmar (Fafhrd & Grey Mouser)
Melnibone (Elric/Stormbringer)

Other RPGs
Old World (Warhammer)
Barsaive (Earthdawn)
Glorantha (Runequest)
Talislanta
Jorune
Tekumel
Kulthea/Shadow World
Atlantis: Second Age
Tribe 8
Ehdrigohr

There are many others. As for which would be best for you, I have no idea. But aside from powering down the Realms, I'd seriously take a look at Earthdawn - which to me is perhaps the most D&D-like non-D&D setting, and is extremely well down, and perhaps The Hyborian Age for a grittier classic sword & sorcery feel (which may be the sub-genre you are looking for). Ehdrigohr is a pretty new game that is inspired from non-European cultures and is quite unique, and you might like Atlantis: the Second Age, which was just revised this year, for another sword & sorcery setting.
 

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