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What are the "dead settings" of D&D?
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<blockquote data-quote="Voadam" data-source="post: 7988917" data-attributes="member: 2209"><p>I completely get micro-settings in a slightly different context/concept. </p><p></p><p>Golarion, FR, Scarred Lands, Conan d20 each have smaller themed regional setting books in addition to their big campaign setting ones. Golarion has their gothic horror Ustalav with its own sourcebook that works well both in context of Golarion but also well for plugging into your homebrew or slotting in if you want to use some of its ideas in your gothic horror Ravenloft game. Same thing with their Irrisen witch land book, or their Cheliax devil worshipper ruled land book, or their asian themed regional sourcebook, or Osirian for their Egypt themed area, etc. Forgotten Realms had entire sourcebooks and boxed sets on Thay, the Old Empires which could do for some Egypt/Mesopotamia themed D&D, the kingdom of the dwarves, etc. Conan had Stygia for Egypt stuff, their pict border area sourcebook, etc. </p><p></p><p>Each could be used in context or pulled out and applied in bits to a similar themed area in a different setting or a homebrew or added in as a unique aspect to the other settings. These could be high crossover plug ins like all the Egypt themed sourcebooks, or they could be unique additions added for their distinctiveness, like Hallowfaust from Scarred Lands, a LN necromancer city state where animated dead are used to protect the people from the outside marauders.</p><p></p><p>I can't say I see people doing that plug and play with big macro setting things like the Dark Sun world though. It is so much its own cosmology and world that just plopping it into a desert area does not really work easily. You would need to figure out how Sorcerer Kings and their templars plus the elemental powers integrate with gods and also deal with the metal discrepancies. That can be done, but it takes work and you would risk losing some of the flavor if you make it part of standard D&D's Realms. In my experience its been used as its own thing, not a tourist attraction within another setting.</p><p></p><p>I've even done the opposite of the standard Tolkein start in England then go more exotic story arc. I had a PC start in Dark Sun with solo adventures there and then get sucked into Ravenloft so he got to marvel at how rich the gypsies were because they had metal pots.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7988917, member: 2209"] I completely get micro-settings in a slightly different context/concept. Golarion, FR, Scarred Lands, Conan d20 each have smaller themed regional setting books in addition to their big campaign setting ones. Golarion has their gothic horror Ustalav with its own sourcebook that works well both in context of Golarion but also well for plugging into your homebrew or slotting in if you want to use some of its ideas in your gothic horror Ravenloft game. Same thing with their Irrisen witch land book, or their Cheliax devil worshipper ruled land book, or their asian themed regional sourcebook, or Osirian for their Egypt themed area, etc. Forgotten Realms had entire sourcebooks and boxed sets on Thay, the Old Empires which could do for some Egypt/Mesopotamia themed D&D, the kingdom of the dwarves, etc. Conan had Stygia for Egypt stuff, their pict border area sourcebook, etc. Each could be used in context or pulled out and applied in bits to a similar themed area in a different setting or a homebrew or added in as a unique aspect to the other settings. These could be high crossover plug ins like all the Egypt themed sourcebooks, or they could be unique additions added for their distinctiveness, like Hallowfaust from Scarred Lands, a LN necromancer city state where animated dead are used to protect the people from the outside marauders. I can't say I see people doing that plug and play with big macro setting things like the Dark Sun world though. It is so much its own cosmology and world that just plopping it into a desert area does not really work easily. You would need to figure out how Sorcerer Kings and their templars plus the elemental powers integrate with gods and also deal with the metal discrepancies. That can be done, but it takes work and you would risk losing some of the flavor if you make it part of standard D&D's Realms. In my experience its been used as its own thing, not a tourist attraction within another setting. I've even done the opposite of the standard Tolkein start in England then go more exotic story arc. I had a PC start in Dark Sun with solo adventures there and then get sucked into Ravenloft so he got to marvel at how rich the gypsies were because they had metal pots. [/QUOTE]
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What are the "dead settings" of D&D?
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