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What do you think is the best campaign setting?
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<blockquote data-quote="reanjr" data-source="post: 1875584" data-attributes="member: 20740"><p>It takes a certain kind of player/DM, but Kingdoms of Kalamar for me is gold. The amount of detail is superb, but unlike many campaigns with copious amounts of detail (for instance Forgotten Realms), there is plenty of room for the PCs to fit in and really make a difference in the world.</p><p></p><p>Their supplements include optional rules and subsystems that really add flavor and opportunity to a game.</p><p></p><p>I personally really like the organization in the books. I'm not sure how they do it, but I can almost always find something I'm looking for by just flipping through a book real quick. And if that doesn't work, they have EXTENSIVE glossaries in almost every single book they publish.</p><p></p><p>The world is also generic enough to fit almost anything in. But the campaign really shines when using KoK supported material. For instance, the monster book is amazing. Lots of great monster ideas in there (including the creature I had nightmares about as a kid - the tarantubat). Most of the monsters are also detailed with really extensive history or culture information and a map depicting in shading where the creature can be found. This is just one example; almost all of their books have great little additions like this.</p><p></p><p>If you like to play the standard dungeon crawl, bash the door in type of play or something akin to it, you might find much of the setting extraneous. But if you like verisimilitude and detail, it's a superb setting.</p><p></p><p>And they have an official D&D license which allows them to use and reference Wizards material that no other publisher can (including Sword and Sorcery for Ravenloft and Sovereign Press for Dragonlance). This is really nice, for instance, in the Player's Guide where they have feat summaries, etc. that covers the entire Wizards line (including Forgotten Realms) up to the date of publishing.</p><p></p><p>If you look into the setting, try not to be intimidated by the campaign setting book. There is a lot of information in there and it's in a format that's better for referencing than reading. Also, there are no rules (except a couple of mounts and armor types) in the campaign setting book. None are needed since the campaign can be played just fine with Core D&D. But if you want to add richness to the campaign, the Player's Guide is chock full of rules.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1875584, member: 20740"] It takes a certain kind of player/DM, but Kingdoms of Kalamar for me is gold. The amount of detail is superb, but unlike many campaigns with copious amounts of detail (for instance Forgotten Realms), there is plenty of room for the PCs to fit in and really make a difference in the world. Their supplements include optional rules and subsystems that really add flavor and opportunity to a game. I personally really like the organization in the books. I'm not sure how they do it, but I can almost always find something I'm looking for by just flipping through a book real quick. And if that doesn't work, they have EXTENSIVE glossaries in almost every single book they publish. The world is also generic enough to fit almost anything in. But the campaign really shines when using KoK supported material. For instance, the monster book is amazing. Lots of great monster ideas in there (including the creature I had nightmares about as a kid - the tarantubat). Most of the monsters are also detailed with really extensive history or culture information and a map depicting in shading where the creature can be found. This is just one example; almost all of their books have great little additions like this. If you like to play the standard dungeon crawl, bash the door in type of play or something akin to it, you might find much of the setting extraneous. But if you like verisimilitude and detail, it's a superb setting. And they have an official D&D license which allows them to use and reference Wizards material that no other publisher can (including Sword and Sorcery for Ravenloft and Sovereign Press for Dragonlance). This is really nice, for instance, in the Player's Guide where they have feat summaries, etc. that covers the entire Wizards line (including Forgotten Realms) up to the date of publishing. If you look into the setting, try not to be intimidated by the campaign setting book. There is a lot of information in there and it's in a format that's better for referencing than reading. Also, there are no rules (except a couple of mounts and armor types) in the campaign setting book. None are needed since the campaign can be played just fine with Core D&D. But if you want to add richness to the campaign, the Player's Guide is chock full of rules. [/QUOTE]
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