Sell me on a setting


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I have found Ghostwalk interesting but does not impress me as a campaign setting, good for adventures and interaction but nothing long term.

Midnight or Scarred lands are both good but the one that I am waiting for is Iron Kingdoms. I see that one taking the WFPG niche.
 

Yeah, but in a rotation, it'd probably be more like a mini-campaign than a full-blown campaign anyway.

I'm also really looking forward to IK -- although I don't recognize the acronym WFPG. Do you mean WHFRPG? :D
 


Joshua Dyal said:
Yeah, but in a rotation, it'd probably be more like a mini-campaign than a full-blown campaign anyway.

I'm also really looking forward to IK -- although I don't recognize the acronym WFPG. Do you mean WHFRPG? :D

yes, yes I do or WFRP. :)

Damn, that is happening more and more! May have to go back to one of my old sigs 'I really should proof read my post before posting'. :D
 

I own Ghostwalk (and someday if I have time I'll even review it so it isn't ignored).

The rules for playing "ghosts" are very elegent and mesh seamlessly with the standard D&D rules. Basic idea is you die and come back as a "ghost" (incorporeal outsider). As a ghost you continue along either the Eidolon or Eidoloncer class path (those are the only two options, though it does mention a variant of allowing ghosts to take living classes again). Eidolons gain better ghost powers, Eidoloncers gain a few ghost powers and continue their spellcasting progression. If you're raised later, you convert all ghost class levels into normal class levels. Ghost feats taken aren't lost, but can't be used until you die again.

The setting is very generalized. Manifest itself could be dropped into any other campaign world without problems, save perhaps you might need to rethink the afterlife cosmology of the world a bit. The nations around Manifest seem to be based on a dominant trait - sorcerers, barbarians, rogues - and all vary pretty significantly. Yaun-Ti are the primary villians, followed closely by the undead and followers of Orcus.

The book gives information on how to drop Manifest into Greyhawk and Forgotten Realms, though it is mostly just, "Replace this FR country with this GW country, and replace this GW god with this FR god." The whole thing turns out to be a series of islands in the FR if you do that. One thing it does say, however, is the GW afterlife cosmology only happens withing proximity of Manifest. Mainland FR still functions as in the FRCS.

Something no one has mentioned is it details the setting of the afterlife and rules for adventuring in the afterlife. Neat stuff.

Would I reccommend it? As a stand alone, no, unless you had a homebrew world you could easily drop it into. Someone who is playing in FR and likes to mix things up to make FR seem a little less overdeveloped would get a lot of milage out of it if they base their campaign around Lantan, as that's where SKR suggests putting it.

For a few short gaming sessions, however, Ghostwalk would be good. Have the dwarves that escort bodies to the afterlife hire on the PCs as additional guards of the caravan, then have them run into progressively harder challenges as they draw closer to the Viel of Souls. Not a bad one-shot series.
 

bloodymage said:
go for Kalamar.

i own and have read GW, UE, and KoK.

GW seems too limited. but i guess as a 1 year campaign would work.

UE reminds me too much of OA 1ed. but without a lot of the 1ed feel.
 

You know, with all these "what humongous death robot are you" or "what is your inner dragon", or "what 8-bit theatre character are you", you'd think SOMEONE would come up with a site that would tell us "what campaign setting is right for you!".

Someone work on that so these questions can cease.

Dave G. - you're a sick, sick man. :)
 


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