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General Tabletop Discussion
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What are the pros and cons of the different campaign settings?
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<blockquote data-quote="Psion" data-source="post: 1265870" data-attributes="member: 172"><p>Well, then:</p><p></p><p><strong>Bluffside</strong></p><p>Pro: I can't put my finger on it, but: I like it. It's one of those cities with its own distinct flavor, with distinct quarters to the city. Elements like the mysterious tower than hates sorcerers and remnants of an ancient civilization are great adventure fodder. Further supplements define the desert to the south. You can drop it in any setting with a mountainous coastline, though the requirements are a bit more specific if you want to use the desert region too. Loaded with plot hooks. Good adventure support.</p><p>Con: Some setting assumptions may make it hard to drop into any setting. Not the best presentation. Some plothooks get reused. Unless you scrounge on Ebay, it won't fit your criteria, as it is out of print and only available by PDF now AFAIK.</p><p></p><p><strong>Freeport</strong></p><p>Pro: Good if you like piratey feel. Can drop into any setting with an ocean. Lots of corruption and behind the scene play. Good adventure and rules support, and is threaded into most GR products so those should be ready-to-play. Neat ready to roll plots with serpent men and servants of yig. Lots of lovecraftian and piratey goodness. Well presented. Good, continuing support, including a good adventure anothology, NPC book, and upcoming mega adventure.</p><p>Con: May overtake your campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Some bits seem a bit corny to me. Erm, that's about it. I don't have much bad to say about it.</p><p></p><p>Um, some less well known full settings I neglected:</p><p><strong>Twin Crowns</strong></p><p>Pro: Different spin on ressurection and deities. Obscure; your players won't know about it. Nautical and empire building themes. Great city supplement (streets of silver) and good ritual and seafaring supplements. Huge book for low price.</p><p>Con: Presentation a little lackluster. Clerical types and clerical sourcebook overpowered.</p><p></p><p><strong>Second World Sourcebook</strong></p><p>Pro: Interesting concept - two earthlike worlds, one modern (i.e. our own), one a fantasy earth. Uses/permits use of d20 modern rules if you dig them. Allows modern characters and (in some situations) technology. Technology tree allows you to plot out what works where, sensibly. The vector powers are an interesting concept; they shape the landscape and give different regions of the fantasy earth different feels, and provides an interesting new magic systems. You know the landscape and the places -- it's Earth. Psionics friendly. Organizations make politics important. The influence system makes influence more important than money. The pact system (see <a href="http://www.second-world-simulations.com/PDF%20Files/Pact%20System.zip" target="_blank">here</a> is fantastic -- cool things like Marilith surgeons. You can use almost any D&D/d20 or d20 modern resource with impunity. Finally, I had a lot of fun with it.</p><p>Con: A big concept. More toolkit than setting; you need to do a lot of fleshing out on your own if you want to go beyond new york.</p><p></p><p></p><p></p><p>Funny, that's what I did to introduce my new campaign world back in 1e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you want ideas about the underdark journey to another world, check out FFG's Portals & Planes; it has a planar pathway called the wormholes which has properties you seek; it might come in handy if you want to roleplay the exodus.</p></blockquote><p></p>
[QUOTE="Psion, post: 1265870, member: 172"] Well, then: [b]Bluffside[/b] Pro: I can't put my finger on it, but: I like it. It's one of those cities with its own distinct flavor, with distinct quarters to the city. Elements like the mysterious tower than hates sorcerers and remnants of an ancient civilization are great adventure fodder. Further supplements define the desert to the south. You can drop it in any setting with a mountainous coastline, though the requirements are a bit more specific if you want to use the desert region too. Loaded with plot hooks. Good adventure support. Con: Some setting assumptions may make it hard to drop into any setting. Not the best presentation. Some plothooks get reused. Unless you scrounge on Ebay, it won't fit your criteria, as it is out of print and only available by PDF now AFAIK. [b]Freeport[/b] Pro: Good if you like piratey feel. Can drop into any setting with an ocean. Lots of corruption and behind the scene play. Good adventure and rules support, and is threaded into most GR products so those should be ready-to-play. Neat ready to roll plots with serpent men and servants of yig. Lots of lovecraftian and piratey goodness. Well presented. Good, continuing support, including a good adventure anothology, NPC book, and upcoming mega adventure. Con: May overtake your campaign. ;) Some bits seem a bit corny to me. Erm, that's about it. I don't have much bad to say about it. Um, some less well known full settings I neglected: [b]Twin Crowns[/b] Pro: Different spin on ressurection and deities. Obscure; your players won't know about it. Nautical and empire building themes. Great city supplement (streets of silver) and good ritual and seafaring supplements. Huge book for low price. Con: Presentation a little lackluster. Clerical types and clerical sourcebook overpowered. [b]Second World Sourcebook[/b] Pro: Interesting concept - two earthlike worlds, one modern (i.e. our own), one a fantasy earth. Uses/permits use of d20 modern rules if you dig them. Allows modern characters and (in some situations) technology. Technology tree allows you to plot out what works where, sensibly. The vector powers are an interesting concept; they shape the landscape and give different regions of the fantasy earth different feels, and provides an interesting new magic systems. You know the landscape and the places -- it's Earth. Psionics friendly. Organizations make politics important. The influence system makes influence more important than money. The pact system (see [url=http://www.second-world-simulations.com/PDF%20Files/Pact%20System.zip]here[/url] is fantastic -- cool things like Marilith surgeons. You can use almost any D&D/d20 or d20 modern resource with impunity. Finally, I had a lot of fun with it. Con: A big concept. More toolkit than setting; you need to do a lot of fleshing out on your own if you want to go beyond new york. Funny, that's what I did to introduce my new campaign world back in 1e. :) If you want ideas about the underdark journey to another world, check out FFG's Portals & Planes; it has a planar pathway called the wormholes which has properties you seek; it might come in handy if you want to roleplay the exodus. [/QUOTE]
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