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Community
General Tabletop Discussion
*TTRPGs General
What campaign settings are in print and what is good about them?
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<blockquote data-quote="Azgulor" data-source="post: 3105542" data-attributes="member: 14291"><p><strong>Hyboria</strong> - the world of Conan the barbarian. A swords-n-sorcery canvas that can handle just about any low-mid magic campaign style, including Pulp-style adventures (Indianna Jones, Doc Savage, etc). Detailed in the <em>Road of Kings</em> supplement by Mongoose Publishing. Regional sourcebooks have been coming out as well. Additional pros: no demi-human races, cultures that are simultaneously familar yet foreign, and corrupting magic.</p><p></p><p><strong>Kingdoms of Kalamar</strong> - traditional D&D world but with rich, detailed cultures, and an eye toward realistic detail (i.e. languages, resources, cultural details, etc.) by Kenzer & Co. Often described as "Greyhawk done right". Crunch supplements setting, it doesn't drive it. Campaign fluff info is 1st rate. Ability to scale the level of magic to suit your needs. NPCs are in supporting roles, they don't impact the setting the way FR NPCs can (and often will do if the DM isn't careful).</p><p></p><p><strong>Iron Kingdoms</strong> - Late medieval merges with industrial revolution. Steampunk-ish setting. Excellent cultures, familiar yet unique takes on races, excellent religious background, and more conflicts than you'll know what to do with. Pros: excellent twist on standard D&D. Reminiscent of the <em>Thief</em> series of computer games. Easily accepts <em>Warhammer</em> concepts into the setting. Cons: I think they went way too far with the steam aspects, driven largely by Privateer Press' successful War Machine line.</p><p></p><p>Licensed settings such as <em>Game of Thrones</em> and <em>Thieves' World</em> .</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3105542, member: 14291"] [B]Hyboria[/B] - the world of Conan the barbarian. A swords-n-sorcery canvas that can handle just about any low-mid magic campaign style, including Pulp-style adventures (Indianna Jones, Doc Savage, etc). Detailed in the [I]Road of Kings[/I] supplement by Mongoose Publishing. Regional sourcebooks have been coming out as well. Additional pros: no demi-human races, cultures that are simultaneously familar yet foreign, and corrupting magic. [B]Kingdoms of Kalamar[/B] - traditional D&D world but with rich, detailed cultures, and an eye toward realistic detail (i.e. languages, resources, cultural details, etc.) by Kenzer & Co. Often described as "Greyhawk done right". Crunch supplements setting, it doesn't drive it. Campaign fluff info is 1st rate. Ability to scale the level of magic to suit your needs. NPCs are in supporting roles, they don't impact the setting the way FR NPCs can (and often will do if the DM isn't careful). [B]Iron Kingdoms[/B] - Late medieval merges with industrial revolution. Steampunk-ish setting. Excellent cultures, familiar yet unique takes on races, excellent religious background, and more conflicts than you'll know what to do with. Pros: excellent twist on standard D&D. Reminiscent of the [I]Thief[/I] series of computer games. Easily accepts [I]Warhammer[/I] concepts into the setting. Cons: I think they went way too far with the steam aspects, driven largely by Privateer Press' successful War Machine line. Licensed settings such as [I]Game of Thrones[/I] and [I]Thieves' World[/I] . Azgulor [/QUOTE]
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What campaign settings are in print and what is good about them?
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