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General Tabletop Discussion
*TTRPGs General
What are the pros and cons of the different campaign settings?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1265530" data-attributes="member: 1014"><p>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"</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>... just my two cents</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1265530, member: 1014"] 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 [/QUOTE]
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What are the pros and cons of the different campaign settings?
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