Settings you want to like

MrFilthyIke said:
My hat of...dear gawds, I'm turning into diaglo, Aaaiiieeeee!!.........
Try breathing into a paper bag while reminding yourself constantly how much you love d20 & 3.5 and it is the truest, purest incarnation of D&D which everything else has been evolving toward for 30 years, that should cure you. :D
 

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DMH said:
You may change that in a supplement, though I have no idea how a mortal kills a god, but I only have 3 books- the core, critters and the player's supplement. I have no desire to spend more on a campaign that I will not run rather than ones I will.

How does one kill a greater god?

I dunno. Do any of the other settings you run have gods? How do your players kill the evil gods in those settings?

We've been pretty clear from the beginning, though, that none of the books are going to contain metaplot, and that we aren't going to try to tell a story through Midnight. That's your job (well, someone else's now :p).
 

GSHamster said:
I'm usually the DM, and when I was reading through the book, I really liked pretty much everything. Then as I was reading the descriptions of the countries, I began to notice a pattern. Pretty much every country is ruled by a "good" ruler -- even if the ruler is not a traditional form of good. (By good, I mean competent and not really somebody who should be deposed.) And they all have "evil" underlings who scheme against the rulers.

Could be your definition is a bit tight. It seems you want a BBEG running a country that everyone wants deposed. That's really not the flavor of Eberron at the "human" level. All the pure BBEGs tend to be non-human (the Quori, the Daelkyr).

One of the themes of Eberron, I believe, is that most characters have their good and bad points. Even the "evil" leaders are usually interested in the good of their country as a whole (probably to be expected in an area where they've just exited a major world war).

Liquidsabre said:
I think it has something to do with the "fragile" peace of the 5 nations. Nothing really *big* can happen as far as conflicts go in Khorvaire, not without setting everyone off and engulfing the continent back into war.

I like the fragile peace. It definitely gives you an idea that anything can happen.

Keith has implied that WotC doesn't plan on having any "metaplots" in the world. To me, that's freeing. The players can easily set off "WWII" and you don't have to worry about WotC contradicting that in future releases. That adds even more to the "players are the movers and shakers" vibe that I think Eberron is meant to convey.

As for me, I don't think there is any setting I want to like, but don't. The closest if Birthright. I like the campaign setting, but I'd like to play in it. Unfortunately, I won't play D&D second edition and I think the campaign is a poor fit for D&D 3E.
 

Lhorgrim said:
Birthright. I actually love the setting, but those names...
I cannot seem to get by the fact that a word might be spelled "poahffrjaw" but pronounced "Bill" ;) .

Sounds like the names of the deities from the Iron Kingdoms pdf a friend of mine is running a game in. Half of them you can't pronounce their names...
 

Midnight - I love the premise like most have said but I don't like what they've done to the races and classes and it seems to not use them would throw off the whole system. The fact that it's too dark really doesn't bother me much.

Erde - The creation story and pantheon rocks but it slides downhill after that with kingdom after kingdom sort of blending into each other. A higher variation would have really saved this setting for me.
 

jinx crossbow said:
Its Ravenloft for me.
I don't like horror novels, I don't like horror movies.
I've read the Ravenlost Setting and it has a lot of nice things....
...things I don't like.
Well, you were setting yourself up for dislike from the get-go.
 

Dragonhelm said:
I think Dark Sun was more of an AD&D 2e setting, personally. Is that what you mean, or did you have another system in mind?
I think both Ravenloft and Dark Sun work better entirely divorced from D&D.
 

CarlZog said:
Theah. I love 7th Sea, and I don't hate the setting; there's a lot I like about it. But the "metaplot" they dragged into it just makes me shake my head.

Swashbuckling is fun enough on its own. Who needs the rest of that crap?
Wordy Mc-Frickin-word! There's just too much lameness in 7th Sea. Who needs the aliens, the magical devices, the loopy sorcery subplot, and all that nonsense? Just allow the PCs to let loose and swashbuckle, and you've got a great game. But no. They had to have a world that made no sense, whatsoever.
 

I disagree with some of the Midnight posts on here. it is supposed to be tough, harsh & dark, but I do think you can 'win' in the long run. Maybe your win won't be pushing your sword into Izrador's helmet right after he arises (a la Eowyn with the Witch King) , but there are plenty of other ways you can win and defeat Izrador. I mean, in the beginning of Star Wars, Episode 4, things seemed pretty dark as well - Alderaan is destroyed, Luke's aunt & uncle are killed, the group is on the run, barely a step ahead of the Imperials...the rebels are constantly on the move as well, one step ahead of Vader & his troops.

Also disagree on Kalamar. I would suggest flipping through the descriptions of the various nations in Kalamar in the Campaign Setting book and selecting a random page & start reading. If you do that, you're bound to find an interesting plot hook or three on each page. While it may not be epic & world shaking, it is almost always something that can kick start a campaign that can grow into something greater. I will agree that the book is not easy to read cover to cover. However, every time I pick up the book and read a bit, ideas start rushing into my head about how to develop what is a sentence or two in the book into a full blown adventure.
 

Wombat said:
Theah is a big one. I like specific aspects of the world well enough, but they don't work in tandem. There was no reason for the pirates to be where they were or to have the impact they did, given there was no New World or Spice Islands analogs.

I agree. I'm in the midst of prepping for a new pirate campaign, and I think I'm going to mesh Skull & Bones with 7th Sea's Swashbuckling Adventures, making Theah the continental connection for the Caribbean adventures.

Carl
 

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