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

Biggus,

Not sure I'd quite agree there with the "lack" of a spark. I mean there's the Jack of Tears and the whole Carnivale of Shadows. The Titans, their followers like the Hags, the Sutak, and of course the Ratmen. :) Plus arcane heat, and a few other things. But hey it's your opinion Biggus.
 

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Forgotten Realms Pros: Incredible depth. There have been over a hundred suppliments and novels written about the realms.

The 3rd Edition Forgotten Realms Campaign Setting book is the most beautiful and well-designed campaign book I've ever seen in my life. Great layout, beautful artwork, and a staggering amount of information.

Very large and diverse pantheon of gods. Some people consider this a turn-off, but it's one of my favorite things about the setting.

Flexible enough to accomodate different types of campaigns: From dungeon-delving hack 'n slash adventures to cloak 'n dagger adventures filled with intrigue and mystery.

Forgotten Realms Cons: Too many damn elf subraces.
 

Disclaimer: This is personal opinion!

The Forgotten Realms: The Cheesiest campaign setting of all time. It is a munckin/powergamers wet dream. It SUCKS!

Greyhawk: Once was a great setting until that hack Monte Cook screwed it up. Don't bother save your money!

Dragonlance: Could be worse, You need to do some serious reading to use this setting.

The Scarred Lands: It's better then Greyhawk!:(

Kingdoms of Kalamar: It is a Kenzer Product so be prepared to spend some money, but it is a good setting!

Do yourself a favor and just create your own setting. Trust me you will save yourself some money and you can't go wrong if you wrote it!
 
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To those homebrewers out there:

I WOULD like to point out that Merak is asking because he DOESN"T want to homebrew. So therefore while your attempts to not get a published setting are alright, it's inaccurate for this posting.
 

Nightfall said:
Biggus,

Not sure I'd quite agree there with the "lack" of a spark. I mean there's the Jack of Tears and the whole Carnivale of Shadows. The Titans, their followers like the Hags, the Sutak, and of course the Ratmen. :) Plus arcane heat, and a few other things. But hey it's your opinion Biggus.


Oh, yeah, don't take that as a "I think SL is so-so."

For example, there's a lot more background in the SL than some settings and there's certainly a cordinated effort to make the products consistent with each other. So the background hasn't gotten out of control like -- in my opinion -- it has in the Forgotten Realms. Also, I think the SL has a lot of interesting stuff going for it (I love the idea of titans uprising and how it relates to druids). Also, as a Skaven lover from Warhammer, how could I not like Ratmen?

I've heard lots of people say lots of great things about the Scarred Lands. Sometimes I wonder if I just read all of the books with a hangover or fever or alien parasite controling my brain or something and that's tainted my view.
 


BiggusGeekus said:
Oh, yeah, don't take that as a "I think SL is so-so."

As I said, one of the downsides of SL is putting up with Nightfall posting something contradictory whenever there's anything posted that doesn't boil down to "I love Scarred Lands!" :) Credit where credit's due though, he does it out of an interest in enlightening other people rather than trying to bash the poster for their opinions, and he's a good guy and knowledgeable to boot.

BiggusGeekus said:
I've heard lots of people say lots of great things about the Scarred Lands. Sometimes I wonder if I just read all of the books with a hangover or fever or alien parasite controling my brain or something and that's tainted my view.

My feelings exactly with regards to Kalamar. I mean I own the books (well, the core three anyway), I've read them, i find them gorgeous and deep.... but I haven't clicked on the setting for whatever reason. I really want to - maybe I just need a "Kalamar for Dummies" book. Maybe I'm yearning for metaplots that aren't there, or maybe I've just missed the boat on those that are.

I don't know how I mind-blanked on Midnight and DragonStar, both of which I also own (I'm a campaign setting junkie, obviously). Both have people singing their praises far better than I could, but my feelings of both are similar - they're fantastic for a one-off, something-different campaign, but I can't see either one becoming a "default" setting for me. My issue, obviously, and not anyone else's, but there it is.
 

I’m a Scarred Lands man myself. Just to add to what’s already been said, I like the grittiness of it. The world is still nice and rife with strife after the Divine War. Tons of ideas, but very little in saying ways to run a campaign the “right way.” Basically, with the Titans and such, it takes classic fantasy/D&D ideas and just puts a bit of a spin on things to make them interesting. Also, although the effects of magic are all around the PCs, it’s not necessarily a high-magic world. For example, the city of Mithril grew up in the arms of a gigantic Mithril golem, but the golem is inactive and more like a statue at the present time. I really enjoy this setting, and so do my players. If you’re curious, pick up a Gazetteer… it doesn’t cost much and gives you enough overview to let you know if it’s for you.

Now, having said all that, I’m intrigued by Necromancer’s Games re-release of the Judge’s Guilds Wilderlands Campaign. This sounds very cool in that it gives the crunchy hard facts you want in a setting, such as towns, people, and such, but provides very little in the ways of plots and such. That is left for the DM to flush out. Check www.necromancergames.com and their forums for more info… If I wasn’t already running a Scarred Lands game and hadn’t dropped a bunch of cash on it, I’d probably try the Wilderlands.
 
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Erde Setting by Troll Lord Games...

Pros:
Lots of published adventures set in Erde
A lot of history in the main setting book (some say way too much)
Has adventures written by Gary Gygax set in it.
Has an old 1e feel.

Cons
Most of the above :)
Main book doesn't integrate 3e rules very well (I don't know about its supplemnts, though there aren't many)
Not very many regional or other supplements (though there are many adventures)
 

Forgotten Realms:
Pro: Close to core D&D feel/rules. Very well supported. Rules are precise. Great adventure seeds. Lots of interesting opposition and compontens.
Con: Very pedestrian D&D. The setting is STILL overshadowed by powerful setting NPCs. Despite claims to the contrary, the material for it is NOT balanced with the core.

Kalamar:
Pro: Close to Core D&D rules. Nicely detailed are beleivable locales and cultures. Beautiful atlas and GM screen.
Con: Lackluster to bad rules support (that I am aware of -- I haven't seen any books since before their monster book, but most were pretty bad.) Much material you already have. Somewhat un-fantastic feel.

Scarred Lands:
Pro: Intriguing backdrop that works well with the default D&D assumptions while taking it a few fresh directions. Very well supported. Threatening (and thus nice and tense) feel. Interesting magic rules and creature books (ratmen! hags! tatooed witches! You gotta love it!)
Con: Some rules material is a little shaky. Perhaps too much support -- it's hard to keep up! Maps could be slicker. The "sorceresses must be scantily clad" rule is sort of corny.

Oathbound
Pro: Like ravenloft, you can pull from anywhere. Fresh, intriging backdrop. Lots of racial options. Lots of goodies for powergamers (not that that's a bad thing.)
Con: Many of the rules are questionable (prestige races) to bad (the spell point class rules in Plains of Pennance.) Not for those who like low power.

Midnight
Pros: More dark fantasy, low power setting. Magic has a different feel, perhaps more what you are looking for if you want something like LoTR. Less emphasis on magical bling-bling. Very moody.
Cons: Seems like it might be a bit depressing for what some players are looking for. Big difference in the classes may breed unfamiliarity.

Dragonstar
Pros: Decidedly different, and in places very creative (paladin elite corps along dark elf inquisition.) Answers the question "why aren't dragons in charge." Very well done expansion to the ruleset that works well without altering the basic assumptions too much. Decent third party support. Guns! Spaceships!
Cons: Perhaps too different; some people loathe mixing SF and fantasy. Follow up books are a little lackluster and don't do much to provide the GM with ideas.

Rokugan
Pros: Very detailed setting, different than core rules classes. Nemurai fix the problem of looting bodies while still allowing for magic. Flavorfuls spells & magic (especially blood magic.) Some interesting spins on cosmology. Fantastic presentation and well done rules.
Cons: There is a strong metaplot. The way serious dwells a bit too much on minutia. High entry barrier - at the very least you need OA and Rokugan in addition to the core books, and you probably should get the creatures and magic books in addition at a minimum.

There are others, but for now, those are the ones I have the most to say about right now. ;)
 

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