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

Okay, I see what I get for being sick all last week - missed out on this major discussion. :)

Now, if you can handle it, here's my basic (and long) post on the merits of the Kingdoms of Kalamar campaign setting. I sent this directly to Merak, along with some other stuff, but I thought it might come in useful here, to those who aren't familiar with KoK.
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The Kingdoms of Kalamar setting is a medieval fantasy setting fundamentally based on realism. Its recent history encompasses the proliferation of six human subraces throughout the world of Tellene. It also includes all of the standard fantasy races of D&D like elves and dwarves, and a few new ones unique to the Kingdoms of Kalamar, like half-hobgoblins. In fact, full-blooded hobgoblins are also a prevalent civilized race with their own independent kingdoms.

The most advanced societies use steel, including plate armor, and can fashion complex siege weapons. Less advanced cultures may still be using bronze or even stone tools. (There is no gunpowder. But then again, who needs gun powder when you've got magic?) Magic exists and has certainly influenced the history of the world. However, wizards and sorcerers are not overly common; Tellene's inhabitants accept most unusual and seemingly inexplicable events as the work of one of the gods rather than arcane magic. In smaller communities, the townsfolk easily confuse wizards and especially sorcerers with clerics, and arcane spells may be misconstrued as miracles or portents of the gods.

Some of the highlights of the Kingdoms of Kalamar campaign setting are:

1. A logical, realistic topography. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, lakes, rivers, forests and other geographical features all follow examples from the real world. This attention to detail clearly shows a setting built from the ground up, from the direction of the prevailing winds to the plate tectonics. No glaciers lie in the middle of warm lakes nor huge jungles in temperate latitudes. The Kingdoms of Kalamar setting becomes the invisible backdrop for the real action: you.

2. A setting driven by the actions of ordinary men. Thus even a low-level PC can have a profound effect on the world and shape the history with his actions. The player character becomes the real hero of any D&D game. You rescue the princess and you recover the stolen Whatzit for Lord So-and-So. You shape the campaign world through your actions, not the other way around. Tellene, like few other campaign settings before it, offers you the opportunity to be a world-shaper. Life in Tellene grows from ordinary men and women with extraordinary courage and resolve. This setting gives you the information you need to allow your players to become one of those people. But fear not, for all the detail and background history that this setting provides add depth to your adventures without confining them. The Kingdoms of Kalamar setting allows you to be the author of your own destiny by providing the scenery but not the story.

3. The wide variety of races have an extensively detailed history and background, starting from their original migration to the main continent and continuing through the present year. This makes character background easy and interesting to create.

4. The political entities have a similarly detailed background history. Each governmental body is fully described with their history of war and peace. Thus it is easy to work large military and political conflicts into your campaign. The most well-known of the six prominent nations (Brandobia, Kalamar, Reanaaria Bay, the Svimohzish Isle, the Wild Lands, and the Young Kingdoms) is Kalamar, from which the setting takes its name.

Brandobia: The fractured nations of Brandobia are little more than three would-be empires that share a common history. A Brandobian king bore triplet sons who quarreled over rights to the throne after their father’s death. The kingdom didn’t survive the dispute and instead fractured into three sovereign nations: Cosdol, Eldor and Mendarn.

Kalamar: As a nation, Kalamar has its roots in peace and prosperous co-existence of humans and non-humans. Over time, fragments of the Kingdom sued for independence one by one. Today, the Kalamaran Empire sits in the middle of a barely controlled collection of nations consisting of the Kingdom of Kalamar, the Kingdom of Basir, the lands of Tarisato, the Duchy of Dodera and the Kingdom of Tokis.

The Young Kingdoms: The history of the Young Kingdoms may be the most tumultous of all the many lands of Tellene. Almost 500 years ago, the Kalamar Emperor Kolokar divided the former Eastern Brandobia into independent territories under the Kalamaran flag. Time, distance and ineffectual rule eventually lead to these Young Kingdoms declaring (and maintaining) independence one by one.

The Wild Lands: The great Wild Lands are collectively home to many offshoots of the Fhokki people. Though the Fhokki are a hardy bunch of survivors, theirs is a sad tale of the splintered lineage of a wandering people. The Torakkis, the Targgas, the Drhokker and the Skarrns -- are all splinter groups from the original Fhokki tribe. Yet there is much distrust among the tribes which at best is mere suspicion and at worst is open hostility.

Svimohzia: All the roads of human history eventually lead backward through time to the Svimohzish Isle, the cradle of Tellene civilization. All the ancestors of all of the ruling empires migrated from this exotic southern land. Eventually war broke out with the hobgoblins of Ul-Karg. The physical and economic toils of war took their toll and the kingdom splintered. The three former holdings of Meznamish gained their independence and Ahznomahn later emerged as the economic power.

Reanaaria Bay: The lands surrounding Reanaaria Bay are not a unified nation, though all share roots back to a common ancestry. In ancient times, the early Reanaarese traveled through what is now southern Kalamar, following the migration patterns of the game they hunted. Today, the original settlements are now independent city-states governed by a single ruler or king.

5. The world of Tellene contains every type of terrain or obstacle you could desire, and thus a wide variety of locations in which to base your campaign.

6. The setting is neither under-populated nor over-populated. Monsters and fantastical creatures exist, but they are not so numerous that they begin tripping over each other.

7. Nothing happens without a logical reason. The explanation is never "that’s just the way it is," or "it's magic – it doesn't have to make sense."

8. The Kingdoms of Kalamar is an extensively supported campaign setting. Currently, we have the campaign setting and (optional) Player's Guide, twelve modules, eleven supplements, an incredibly detailed, realistic-looking atlas and a 24-panel Dungeon Master's Screen, with more products on the way.

9. The book contains a large, full color map and hex overlay to accurately measure distance and travel time.

10. Kalamar is an official Dungeons and Dragons third edition product, and therefore is official 3.5 edition material, just like D&D product from Wizards of the Coast. As well as being edited and reviewed by Kenzer and Company staff, all art and text is also reviewed by WotC to ensure compatibility.

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The Kingdoms of Kalamar setting is designed to enhance your D&D experience by providing a realistic backdrop for your character. Every type of person you could imagine lives somewhere on Tellene. In fact, that's one of the reasons the Kingdoms of Kalamar setting is such an enjoyable world to play in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that he or she will have an important place in the world of Tellene.

The Kingdoms of Kalamar setting also provides a realistic, dynamic world for your character. Every sort of adventure can be found on the continent of Tellene. Whether you dream of finding great riches in the bellies of mountains or ridding the desert of undead abominations, the Kingdoms of Kalamar setting provides the where and the how, all the while maintaining a commitment to realism that lets you experience your character's adventures in the most satisfying ways.

In the Kingdoms of Kalamar setting, your character has a chance to stand out. In fact, you have a chance to be the greatest character in the campaign world. But greatness is different for every individual. While you may dream of conquering the continent and bringing peace and prosperity to its people, others may wish for the ultimate in scholarly or magical achievement. What sets the Kingdoms of Kalamar setting apart is its ability to give you the opportunity to do all this and more without sacrificing continuity or common sense. Here you are presented with the opportunity to become great. Realizing that opportunity, however, requires skill, effort and a little bit of luck.
 

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MerakSpielman said:
Yes, I think I've made a decision. But I don't want to put a damper on the discussion. :D
Understandable.

JoshuaDyal said:
At this point, I think you telling us what you want would only spark a renewed discussion and perhaps kill off the FR tangent. :)
Yeah but then we'd get a whole new thread. :p :)
 

arcady said:
Threads like this may start with one person asking a question, but they quickly go beyond that sole individual's interests and into the realm of a broader discussion.
Apparently so Arc.

MerakSpielman said:
Why don't you all guess?

(let's add as much dramatic tension to an ultimately insignificant event as we can...:))
I guess what it's not. I'm reasonable sure it's not Planescape! :)

btw nice to see a developer on this thread. Hi Mark! :)
 

Joshua Dyal said:
At this point, I think you telling us what you want would only spark a renewed discussion and perhaps kill off the FR tangent. :)
Unless of course, he chooses FR.

There's no accounting for taste after all. :D
 

Yeah but then there would be riots in the streets. Famines, floods, war and pestilences...

Oh wait that's just for making kids eat brussel sprouts. ;)
 

Nightfall said:
Yeah but then there would be riots in the streets. Famines, floods, war and pestilences...

Oh wait that's just for making kids eat brussel sprouts. ;)


no, that will only happen if the Mountaineers beat the Terps. ;)

in other words it ain't gonna happen. :D
 

arcady said:
Threads like this may start with one person asking a question, but they quickly go beyond that sole individual's interests and into the realm of a broader discussion.
Like the mystic theurge thread, where the original question was about actual play experience of the class, which devolved quickly into being about the flavor/mechanics of the class that could be cut and pasted from the thread generated by the WotC preview a few months back.
 

Did anyone do one for Dark Sun? Now that we're getting a new campaign setting book for it, my interest is rekindled. :D
 



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