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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="nameless" data-source="post: 1267131" data-attributes="member: 1543"><p>I love to muddy the waters, so I'll throw in a setting that nobody else mentioned.</p><p></p><p>Planescape. If you're not familiar with it, it's a setting where the prime plane is inhabited mostly by dimwits who don't realize what a cosmopolitan place the multiverse can be. The way that races and alignments mix introduces a wealth of character development and roleplaying opportunities. With the way portals work and the variety of planar cultures, you could run a campaign in any style, and give the players a new setting each session, or keep them in the same setting for months. With a bit of creativity, you can hop between the other campaign settings for quick samples of the good parts without getting mired in the sloppy parts.</p><p></p><p>Besides all that, Planescape has an absolute wealth of source material. Dozens of supplements and modules for all levels. And all of it is wonderfully written in a way that makes perusing a rulebook like reading a story.</p><p></p><p>The only drawback is that all the material is 2E and out of print. But there is an upside. First, most of the books are available on WotC's website as .pdfs for a couple of bucks each. Second, most of the worthwhile material isn't statted out, so it doesn't even need conversion. Third, most of the crunchy material has been reprinted in a variety of other 3.0/3.5 sources, so if you own a lot of books much of your work is done. The only really tricky part is working with the new crunch, because a lot of it is balanced differently between 2E and 3E. But Planescape has been my favorite setting in either edition, hands down. I recommend it.</p></blockquote><p></p>
[QUOTE="nameless, post: 1267131, member: 1543"] I love to muddy the waters, so I'll throw in a setting that nobody else mentioned. Planescape. If you're not familiar with it, it's a setting where the prime plane is inhabited mostly by dimwits who don't realize what a cosmopolitan place the multiverse can be. The way that races and alignments mix introduces a wealth of character development and roleplaying opportunities. With the way portals work and the variety of planar cultures, you could run a campaign in any style, and give the players a new setting each session, or keep them in the same setting for months. With a bit of creativity, you can hop between the other campaign settings for quick samples of the good parts without getting mired in the sloppy parts. Besides all that, Planescape has an absolute wealth of source material. Dozens of supplements and modules for all levels. And all of it is wonderfully written in a way that makes perusing a rulebook like reading a story. The only drawback is that all the material is 2E and out of print. But there is an upside. First, most of the books are available on WotC's website as .pdfs for a couple of bucks each. Second, most of the worthwhile material isn't statted out, so it doesn't even need conversion. Third, most of the crunchy material has been reprinted in a variety of other 3.0/3.5 sources, so if you own a lot of books much of your work is done. The only really tricky part is working with the new crunch, because a lot of it is balanced differently between 2E and 3E. But Planescape has been my favorite setting in either edition, hands down. I recommend it. [/QUOTE]
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What are the pros and cons of the different campaign settings?
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