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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="Hammerhead" data-source="post: 1267761" data-attributes="member: 73"><p>I'm tired of all this pathetic Realms-bashing, so I'll weigh in.</p><p></p><p><strong>Forgotten Realms</strong></p><p></p><p>Pros:</p><p>-The FRCS is by far the best, most detailed campaign book on the market.</p><p>-There is no "metaplot" in FR. I consider this a good thing, since the DM has the ability to run any damn adventure he feels like.</p><p>-A wide variety of locales, each dripping with adventure hooks and seeds. Simply flipping through the FRCS gives dozens of adventure ideas.</p><p>-The Realms is the most popular setting for D&D. More players like it than any other. Furthermore, this means more players are familiar with it and you don't need to explain who the Zhentarim is.</p><p>-The Realms is also the best supported D&D setting, with adventures and other supplements cranked out monthly. The advantage here is if one aspect of the Realms particularily intrigues you, like the uneasy peace between Thay and Aglarond, you can buy the East book. If not, don't buy it.</p><p>-Rather than trying to cram D&D concepts into a pseudomedieval world (Greyhawk, cough cough), FR makes magic and monsters a relatively common part of life.</p><p>-FR is far more fun than a setting like Midnight, where the bad guys have already won. That being said, you can still easily make a difference in the Realms.</p><p>-Each locale in FR is unique in its own way, unlike settings like Greyhawk or KoK, where things tend to blend together.</p><p>-FR assumes that people other than the PCs adventure and gain power. A novel concept.</p><p>-Cool pantheon of gods, see if you can find Faiths and Avatars, a 2nd Edition book for FR. Best religious supplement ever.</p><p>-The Realms are huge, and any DM can find an area he/she particularily likes.</p><p></p><p>Cons:</p><p>-Expensive books, but unlike the SL you really only need the FRCS.</p><p>-Lots of uber NPCs; if they don't serve a point in YOUR world, get rid of them, it's relatively easy (they haven't been missed in my FR).</p><p>-FR can change through new books being released; while I like the idea of a dynamic setting where things happen without the PCs interference, the amount of novels is annoying.</p><p></p><p></p><p>BTW, for anyone who claims that the FR geography is nonsensical, why not take a moment to actually read the book before saying so. [spoiler]The desert of Anauroch is unusually dry because of numerous Lifedrain spells cast by the Phaerimm in their attack on Netheril, and the Great Glacier is also unusually cold because of other magical effects. Wow, magic actually plays a role in the geography of worlds.[/spoiler]</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 1267761, member: 73"] I'm tired of all this pathetic Realms-bashing, so I'll weigh in. [b]Forgotten Realms[/b] Pros: -The FRCS is by far the best, most detailed campaign book on the market. -There is no "metaplot" in FR. I consider this a good thing, since the DM has the ability to run any damn adventure he feels like. -A wide variety of locales, each dripping with adventure hooks and seeds. Simply flipping through the FRCS gives dozens of adventure ideas. -The Realms is the most popular setting for D&D. More players like it than any other. Furthermore, this means more players are familiar with it and you don't need to explain who the Zhentarim is. -The Realms is also the best supported D&D setting, with adventures and other supplements cranked out monthly. The advantage here is if one aspect of the Realms particularily intrigues you, like the uneasy peace between Thay and Aglarond, you can buy the East book. If not, don't buy it. -Rather than trying to cram D&D concepts into a pseudomedieval world (Greyhawk, cough cough), FR makes magic and monsters a relatively common part of life. -FR is far more fun than a setting like Midnight, where the bad guys have already won. That being said, you can still easily make a difference in the Realms. -Each locale in FR is unique in its own way, unlike settings like Greyhawk or KoK, where things tend to blend together. -FR assumes that people other than the PCs adventure and gain power. A novel concept. -Cool pantheon of gods, see if you can find Faiths and Avatars, a 2nd Edition book for FR. Best religious supplement ever. -The Realms are huge, and any DM can find an area he/she particularily likes. Cons: -Expensive books, but unlike the SL you really only need the FRCS. -Lots of uber NPCs; if they don't serve a point in YOUR world, get rid of them, it's relatively easy (they haven't been missed in my FR). -FR can change through new books being released; while I like the idea of a dynamic setting where things happen without the PCs interference, the amount of novels is annoying. BTW, for anyone who claims that the FR geography is nonsensical, why not take a moment to actually read the book before saying so. [spoiler]The desert of Anauroch is unusually dry because of numerous Lifedrain spells cast by the Phaerimm in their attack on Netheril, and the Great Glacier is also unusually cold because of other magical effects. Wow, magic actually plays a role in the geography of worlds.[/spoiler] [/QUOTE]
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What are the pros and cons of the different campaign settings?
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