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Sell me on: Midgard by Kobold Press
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<blockquote data-quote="Urriak Uruk" data-source="post: 8144322" data-attributes="member: 7015558"><p>Nice, that's a lot of great detail. So in my view, it sounds like it really is more a style of play that matters to your players, not the setting itself; they really sound a lot like the Mighty Nein from Critical Role, in that they want to have adventures, make $ and beat the bad guys, but aren't too interested in being involved in the politics or godly affairs. You can have this style of play in any setting, but there are some settings that are better suited for this than others.</p><p></p><p>Best settings in my view for classic "break down doors, save the village and get paid" adventurers, are these (IMO); I use modules as a reference, but I'm saying their representative of the settings, not that you need to run these.</p><p></p><ul> <li data-xf-list-type="ul">Midgard (I don't know a super lot about it, but it checks a lot of boxes here).</li> <li data-xf-list-type="ul">Sword Coast. Pretty much a kitchen sink of everything D&D has, making it kind of boring but also capable of running literally anything. Modules like Dragon Heist, Icespire Peak, Phandelver sound great for your group.</li> <li data-xf-list-type="ul">Greyhawk. Actually pretty good choice here, as I think your group would enjoy modules like "Against the Giants" or "Cult of the Reptile God."</li> <li data-xf-list-type="ul">Ravenloft. Specifically Curse of Strahd sounds pretty good for your group. More horror though than normal D&D, so maybe avoid this.</li> <li data-xf-list-type="ul">Golarion (the Pathfinder setting). Really a huge kitchen sink as well, but a ton of railroady adventure paths, many of which I'm sure your group would enjoy.</li> <li data-xf-list-type="ul">Mystara (also know little about this one, but it's another one of these that would work).</li> </ul><p></p><p>Anyway, I think these could all work, so if I were you I would read the 1d4chan articles on each one and decide which tickles your personal fancy the most. The great thing here is your group is actually pretty flexible; it's the adventure type that needs to fit them, not the setting. So you can really pick whatever you want, as long as it's not too weird for them like Dark Sun or Spelljammer.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8144322, member: 7015558"] Nice, that's a lot of great detail. So in my view, it sounds like it really is more a style of play that matters to your players, not the setting itself; they really sound a lot like the Mighty Nein from Critical Role, in that they want to have adventures, make $ and beat the bad guys, but aren't too interested in being involved in the politics or godly affairs. You can have this style of play in any setting, but there are some settings that are better suited for this than others. Best settings in my view for classic "break down doors, save the village and get paid" adventurers, are these (IMO); I use modules as a reference, but I'm saying their representative of the settings, not that you need to run these. [LIST] [*]Midgard (I don't know a super lot about it, but it checks a lot of boxes here). [*]Sword Coast. Pretty much a kitchen sink of everything D&D has, making it kind of boring but also capable of running literally anything. Modules like Dragon Heist, Icespire Peak, Phandelver sound great for your group. [*]Greyhawk. Actually pretty good choice here, as I think your group would enjoy modules like "Against the Giants" or "Cult of the Reptile God." [*]Ravenloft. Specifically Curse of Strahd sounds pretty good for your group. More horror though than normal D&D, so maybe avoid this. [*]Golarion (the Pathfinder setting). Really a huge kitchen sink as well, but a ton of railroady adventure paths, many of which I'm sure your group would enjoy. [*]Mystara (also know little about this one, but it's another one of these that would work). [/LIST] Anyway, I think these could all work, so if I were you I would read the 1d4chan articles on each one and decide which tickles your personal fancy the most. The great thing here is your group is actually pretty flexible; it's the adventure type that needs to fit them, not the setting. So you can really pick whatever you want, as long as it's not too weird for them like Dark Sun or Spelljammer. [/QUOTE]
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