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Unique and Original Campaign Settings

D+1 said:
You mean

Greyhawk
Forgotten Realms, and subset campaign settings:
Maztica
The Horde
Netheril
Cormanthyr
Bloodstone Lands (?)
Al-Quadim
Kara-Tur (a.k.a. Oriental Adventures)
Ravenloft
Planescape
Mystara (The Known World), and subset settings:
Hollow World
Red Steel/Savage Baronies
Birthright
Dark Sun
Dragonlance
Time of the Dragon
Second Edition/War of the Lance/Age of Heroes/4th Age
SAGA/5th Age/Age of Mortals
Taladas
Spelljammer
Astromundi Cluster
Blackmoor
Lankhmar
Glory of Rome
Age of Heroes
A Mighty Fortress
Vikings
Charlemagnes Paladins
The Celts
The Crusades
Council of Wyrms
Diablo
Jakandor
Ghostwalk
Eberron
Hyperborea (Conan)
Tales of the Comet

is a short list? :)

Can't believe you remembered Blackmoor but forgot the Wilderlands/City State of the Invincible Overlords.

BTW, Jakandor and the Transhuman materials are on sale for 50% off at my favorite online gaming store. Plus a whole lot more. If interested check them out at Stiggybaby dot com.

I also think Oathbound and Engel break the mold of "standard" fare. Oathbound is put out by Bastin Press and Engel is the German game published by White Wolf. These are if my memory is actually working today. Anyone who knows better please correct me.
 
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Scarred Lands may not break many modes but we certainly a) have a Blood Sea that actually IS made of blood. b) Made druids more fun cause they hate clerics and paladins more than other races. C) Slacerian Dragons and Slacerian anything. We know how to rock with psionics in my view. :)
 

I think I am the only person who liked Dragonlance 5th Age's SAGA card system.

Na, I almost hate to admit it, but I liked it too. Only ever ran a few small games in it but they were still fun; the SAGA system was the first card based one that I had played and though I won't drop my dice for it, that doesn't mean it sucked. Still, the point here is not to debate the merits of any particular setting (these and other boards have their fair share of ludicrous debate threads), but to simply give props to those settings that strayed from the norm. Sorry if I'm going off my own topic.

To Turanil:

While originally I hadn't thought about fully presented homebrews, I see no reason to exclude them. If anyone else knows of a good, creative, and refreshing homebrew setting on the web, by all means, give it a plug.

I've definately added Amythyst to my list of bookmarks. Thanks for spotlighting the setting. And as for your own homebrew, after having checked it out, I sure hope you haven't given up on the setting. Its nicely detailed. Don't give up on it yet, even if you seem to be getting little to no advice from the general community. I'd be more than willing to lend a small hand with anything but crunchy aspects (I don't do rules :)).

Oh, I certainly agree that for D&D (and d20 in general) that Unearthed Arcana and Arcana Unearthed are both very useful resources for creating a less than traditional setting.

Providence

What can I say except WOW. Nice synopsis of a very interesting setting. I'm definately going to have to check this one out some more. Gawd, I never thought this thread would put me in debt . . .

The most interesting of the supplements for your purposes

Naa, seeing that its been done, I'll be changing the focus around a bit. As much as I want to, I won't be getting any products from this setting (well, I will, but it won't be till much later) as I wouldn't want to inadvertainly be stealing ideas from this setting since I may have a lead on getting published in the RPG industry if all goes well. But that's neither here nor there.
 

Scarred Lands

Winner of Mach's Baddest Friggin Ratmen In An RPG Award :p And for that I like Scarred Lands.

Okay, here's another from me, one that's a little different than many others in the horror genre:

All Flesh Must Be Eaten

How could you go wrong with a title like that? Alot of setting win kudos for their far reaching breadth and scope. Very few ever get off the editor's desk when they narrow down their vision into a singular aspect. All Flesh Must Be Eaten (AFMBE) though has narrowed its scope down to one single adversay for the player of the game: zombies. And yes, there are quite a few other horror games where you can sit back for a few hours and just pump buckshot into decaying walking corpses from your trusty sawed-off shotgun, but AFMBE details just about every conceivable zombie variation, in every conceivable setting or time era, and then lets the DM run amuck picking and choosing what combinations of setting, story, and even zombie he wants for his game. Running a party of Nazi Storm Troopers (yes, the Nazi's own the term, not Lucas) at a death camp where the dead are rising to take revenge will forever stick in my head as a pinnacle of gaming fun. By narrowing their focus to zombies, they really found a way to bring more life to their chosen undead. A truly refreshing setting.
 
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Mach2.5 said:
Skyrealms of Jorune
Simply put, perhaps my favorite sci-fi setting to date. The rules were simply horrible, but the setting was very interesting. Diverting from the typical space opera and post apocalypse genres of the time, Jorune presented a unique single world in the depths of space where humanity had settled a few thousand years before.

I have to agree with Mach2.5's assessment. Amazing campaign world, clunky game-mechanics. Jorune basically boils down to the following:

People from Earth discover faster-than-light travel and are able to find another habitable planet, Jorune. The problem is when they arrive the planet is already inhabited by several other alien species (Shantha, Ramian, Thriddle, Cleash, etc.). Scientists from Earth are able agree with the leader alien species, the shantha, to establish very limited science colonies.

A decade or so later supply shipments that keep the Jorune colonies in business stop arrving from Earth. The science colonies learn that a huge world war has erupted on Earth and the people of Earth have been wiped out. Completely dependent on the supply shipments from Earth for survival, the scientists realize that they are the last humans in the galaxy and they do not have enough resources to survive. Their pleas to renegotiate with the shantha fall on deaf ears. In desperation the humans unknowingly invade shanthic burial grounds in a massive grab for resources to survive.

As a result war erupts between the shanthas and humans. Shanthas begin to warp into human colonies, overload their power generators, and employ strange energy magic to wipe out most of the colonists. The colonists on the other hand develop a genetically modified virus that infects 99.99% of the shanthas.

The result is a complete collapse of the human and shanthic civilization to near primitive levels. The game begins 3000 years later when humans have rebuilt to a medieval technology level and have just rediscovered ancient Earth-tec artifacts (stuff like laser guns and bioengineering). They have figured out enough to operate the stuff but have no idea how to design or repair it.

This is really just scratching the surface of Jorune. There are a lot of interesting things that build into Jorune's history such as:

Paul Gauss the head scientist who engineered the plague to kill the shanthas also develops new earth-hybrid species (mixing human and animal DNA) that may be able to better survive the fall of civilization. These are the woffen (wolf humans), crugar (cougar humans), and bronth (bear humans).

A renegade shantha teaches certain strains of humanity how to weave isho (energy magic) to produce different magical effect. Another strain of humans learns how to naturally resist shanthic isho magic.

Most shanthas remain a mystery avoiding human contact at best. By nature human and shanthas just culturally do not understand one another, which often causes friction. Yet shanthas hold great knowledge for those who can learn to understand them. Different sects of shantha view humans in different ways.

There is no good or evil but each species has very unique outlook and tendencies. For instance, the woffen are very friendly but prone to alchoholism. Crugar are irritable and read deeply into body language. Ramian go through an adolescent phase that throw them into bloodlust before they reach adulthood. Thriddle are a mentally agile and peaceful but know many secrets of Jorune's history and have some hidden agenda.

Human societies are comprised of everything from the bigoted purists of Thantier to the more enlightened monarchs of Burdoth. Much of the game can revolve around trying to become a citizen of Burdoth, a ticket for prestige and political power. All in all, there are many societies on Jorune, most of which are just not very well understood by other societies.

BTW, my avatar picture is a shantha.
 
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Mach2.5 said:
To Turanil:

And as for your own homebrew, after having checked it out, I sure hope you haven't given up on the setting. Its nicely detailed. Don't give up on it yet, even if you seem to be getting little to no advice from the general community. I'd be more than willing to lend a small hand with anything but crunchy aspects (I don't do rules :)).

Well... :heh: Just to say this is not "my" setting. This is just a thread with an interesting setting by someone else. I just found it would be worth the look, but I am not its author in any way.
 

Damn, my bad, Turanil. I read it innitially as "Exile" my homebrew, not "Exile, My Homebrew" (which is the thread title). Sorry, I failed my speed reading check (I'll drop a few more points into it when I level up).

Thanks for the more in depth peek at Jorune, Sholari (and just to show how much a fanboy that (s)he is, the term for a gamemaster in Jorune is a Sholari, the Shanthic word for teacher ;)). There was an attempt being made on the conversion boards to turn Skyrealms into a d20 system, but it went the way of many conversion).
 

Mach2.5 said:
There was an attempt being made on the conversion boards to turn Skyrealms into a d20 system, but it went the way of many conversion).

That's interesting. I had heard that the original creator of the game, Andrew Leker, had been against it being commercialized in any way after the Alien Logic computer game. What exactly happened with the d20 conversion and who was behind it?
 

D+1 said:
You mean

Greyhawk
Forgotten Realms, and subset campaign settings:
Maztica
The Horde
Netheril
Cormanthyr
Bloodstone Lands (?)
Al-Quadim
Kara-Tur (a.k.a. Oriental Adventures)
Ravenloft
Planescape
Mystara (The Known World), and subset settings:
Hollow World
Red Steel/Savage Baronies
Birthright
Dark Sun
Dragonlance
Time of the Dragon
Second Edition/War of the Lance/Age of Heroes/4th Age
SAGA/5th Age/Age of Mortals
Taladas
Spelljammer
Astromundi Cluster
Blackmoor
Lankhmar
Glory of Rome
Age of Heroes
A Mighty Fortress
Vikings
Charlemagnes Paladins
The Celts
The Crusades
Council of Wyrms
Diablo
Jakandor
Ghostwalk
Eberron
Hyperborea (Conan)
Tales of the Comet

is a short list? :)

No, he means that
  • Ravenloft
  • Planescape
  • Hollow World
  • Red Steel/Savage Baronies
  • Birthright
  • Dark Sun
  • Spelljammer
  • Council of Wyrms
  • Ghostwalk
  • Eberron
  • Tales of the Comet
Is a pretty short list, really. All the rest you list are pretty hackneyed, really--either simple variations on pseudo-Medieval high fantasy, transparent fantasy clones of other real-world cultures, or ideas that have appeared infantasy fiction over and over again (which is probably a large part of why they were made into D&D settings). And, of those i've still listed, even several of them are just variations on a pretty basic theme (Ghostwalk, Birthright, Council of Wyrms, Hollow World, and maybe Ravenloft). Oh, i left Eberron in just because i haven't read enough of it yet to dismiss it.

If the sort of setting you're considering "original" is Talislanta, Poseidon, Tekumel, Jorune, Providence, Transhuman Space, and maybe Glorantha, there ain't nothing published by TSR/WotC that even is playing in the same league.

[i'll have useful contributions to this thread a bit later--no time right now.]
 

Sholari said:
I have to agree with Mach2.5's assessment. Amazing campaign world, clunky game-mechanics. Jorune basically boils down to the following:

People from Earth discover faster-than-light travel and are able to find another habitable planet, Jorune. The problem is when they arrive the planet is already inhabited by several other alien species (Shantha, Ramian, Thriddle, Cleash, etc.). Scientists from Earth are able agree with the leader alien species, the shantha, to establish very limited science colonies.

A decade or so later supply shipments that keep the Jorune colonies in business stop arrving from Earth. The science colonies learn that a huge world war has erupted on Earth and the people of Earth have been wiped out. Completely dependent on the supply shipments from Earth for survival, the scientists realize that they are the last humans in the galaxy and they do not have enough resources to survive. Their pleas to renegotiate with the shantha fall on deaf ears. In desperation the humans unknowingly invade shanthic burial grounds in a massive grab for resources to survive.

As a result war erupts between the shanthas and humans. Shanthas begin to warp into human colonies, overload their power generators, and employ strange energy magic to wipe out most of the colonists. The colonists on the other hand develop a genetically modified virus that infects 99.99% of the shanthas.

The result is a complete collapse of the human and shanthic civilization to near primitive levels. The game begins 3000 years later when humans have rebuilt to a medieval technology level and have just rediscovered ancient Earth-tec artifacts (stuff like laser guns and bioengineering). They have figured out enough to operate the stuff but have no idea how to design or repair it.

This is really just scratching the surface of Jorune. There are a lot of interesting things that build into Jorune's history such as:

Paul Gauss the head scientist who engineered the plague to kill the shanthas also develops new earth-hybrid species (mixing human and animal DNA) that may be able to better survive the fall of civilization. These are the woffen (wolf humans), crugar (cougar humans), and bronth (bear humans).

A renegade shantha teaches certain strains of humanity how to weave isho (energy magic) to produce different magical effect. Another strain of humans learns how to naturally resist shanthic isho magic.

Most shanthas remain a mystery avoiding human contact at best. By nature human and shanthas just culturally do not understand one another, which often causes friction. Yet shanthas hold great knowledge for those who can learn to understand them. Different sects of shantha view humans in different ways.

There is no good or evil but each species has very unique outlook and tendencies. For instance, the woffen are very friendly but prone to alchoholism. Crugar are irritable and read deeply into body language. Ramian go through an adolescent phase that throw them into bloodlust before they reach adulthood. Thriddle are a mentally agile and peaceful but know many secrets of Jorune's history and have some hidden agenda.

Human societies are comprised of everything from the bigoted purists of Thantier to the more enlightened monarchs of Burdoth. Much of the game can revolve around trying to become a citizen of Burdoth, a ticket for prestige and political power. All in all, there are many societies on Jorune, most of which are just not very well understood by other societies.

BTW, my avatar picture is a shantha.

I'd also like to add that humans aren't the first aliens to try and colonize Jorune. At least one, and possibly two [i forget], other alien civilizations had previously come to Jorune before the humans. And they were malevolent conquering sorts, which sort of explains the Shanthic wariness, and the numerous genetically distinct species that call Jorune home--they were slave races of the previous colonizers. I don't think the books ever actually answer the question of what happened to the previous colonizers, but, IIRC, it's strongly implied that the Shantha drove them away and/or destroyed them.

Another very nifty twist is that senses play a very important role in the setting. First off, you've got the various uplifted earth animals (woffen, crugar, bronth) which often find hearing or scent much more important than sight. But then you have some alien species that use pheromones, or in other ways focus on sense that are either nonexistent or severely atrophied in humans. Finally, the jorune natives don't have a sense of sight at all--they can all perceive the isho energy that permeates everything, and so have no need of sight.

Mach2.5 said:
There was an attempt being made on the conversion boards to turn Skyrealms into a d20 system, but it went the way of many conversion).

Honestly, the 3rd edition of the SkyRealms of Jorune rules really aren't that bad. Slightly crunchier than D20 System, but less crunchy than GURPS, Rolemaster, or RuneQuest. Yes, chargen can take a bit, but actual play is quick and smooth, and it has some really nice features that'd take a lot of effort to reproduce in D20 System.
 

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