What are the pros and cons of the different campaign settings?


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Midnight: Gritty, hopeless, low magic setting. I figure those are both pros and cons depending on what you like.

Oathbound: High adventure, high magic, high level setting. Again, those can be pros and cons depending on what you like.

The Hunt Rise of Evil: One of the most orginal setting I've ever seen. It has rules to link players with their characters. Pros: not too well defined, easy to get the books and they are affordible. Cons: not that popular so not a lot of things to lookforward to with it.
 

johnsemlak said:
One plus about Scarred Lands Nightfall fails to mention is that many 3e concepts are well integrated into the setting, and not just 'built in', unlike many settings which were designed for 1e or 2e and (like FR and Kalamar) and have been refitted for 3e.

FOr example, Sorcerors have an interesting role in the Scarred Lands, (Druids and Rangers btw). Sorcerors didn't just 'appear' in the 3e update of the setting, they are well integrated into the settings history and magic-system.
Well I like to leave SOME mystery! ;) But yes the intergration of 3.0 and 3.5 classes has been well documented. Barbarians aren't just ragers, they are spiritual warriors following their totem spirits. Rangers are woodsmen, trained by druids but following vastly different idealogies. Sorcerers...well they range from the divine, to the arcane to the titanic. (Blessed of Mesos!) And just when you think you got the Scarred Lands figured out...along come Termana and Asherak to make you go "whoa!"
 

Crothian said:
Midnight: Gritty, hopeless, low magic setting. I figure those are both pros and cons depending on what you like.
Also home to my alternate Sage and Macdaddy self, Ashrem Bayle. :)
 

Oathbound:

Draws in people from other settings.

High powered.

High magic.

High Fantasy

Uses almost all of Bastion Press' sourcebook stuff.

Incredibly harsh with oppresive evil all over the place.

Well supplied with interesting setting hooks.
 

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Any pre-packaged campaign

Pros: Someone else has done most of the heavy lifting already. You have histories, countries, personalities, and probably some world-specific spells, monsters, and items. Lots of nice crunchy bits you will never have to come up with!

Cons: It will never be "your" world, only something you borrow. With each supplement put out you will find that the House version does it a little differently from how you would (especially horrible with MetaPlot games). Adding material to the game will always run up against, "But that's not what it says on [fill in supplement title and page number]!"
 

Wombat said:
Any pre-packaged campaign


Cons: It will never be "your" world, only something you borrow. With each supplement put out you will find that the House version does it a little differently from how you would (especially horrible with MetaPlot games). Adding material to the game will always run up against, "But that's not what it says on [fill in supplement title and page number]!"
Not true with Scarred Lands or Midnight. Believe me its still the players and DM's worlds. Very little metaploting other than maybe Virduk get's a haircut or one of the Night Kings turns into an acholoic(sp). ;)
 

Forgotten Realms - I've said it before, I'll say it again: the setting's patchwork nature makes it perfect for starting DMs. That said it has the internal consistency of ... well ... me after eating a dozen of "Loco Larry's 12-alarm fire habenero burrito platters"

Midnight/Dragonstar - neat ideas, but there needs to be a lot more DM advice for both settings. You'll need help with balancing encounters for both.

Scarred Lands - I've only read through a couple of the books. It looks nice, but it strikes me as the publisher's attempt to create a world given the constraints of the 3e books. That's great, but to me SL lacks a certain spark. That being said, I've convinced my DM to use "Relics and Rituals" in an otherwise core rules game.

Arcana Unearthed - This is medival India brought to western D&D. A lot of new concepts. However, AU should really be considered sperate and distinct from D&D. As in: I'd suggest ditching your PHB and DMG for the most part.

Twin Crowns - Well, the big advantage is that no one but the hardcore 3e'ers and LARPers have heard of it, so you'll surprise people. It's D&D in the age of exploration. In terms of dollars-per-page, its a very good value, but I noticed it never really grabbed any of my players.

... just my two cents
 

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