• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What kinds of New Settings do you want?

Warhammer 40k? Without the Grim Dark?
Not really, though the difference would be pretty hard for me to explain, I think. Especially since I'm only familiar with the coarse details of Warhammer and warhammer 40k. The direct inspiration I'm using can also be pretty obscure. I guess the simplest way to put it is that the aesthetics and major tropes are very different.
 

log in or register to remove this ad


I think I'd like to see something in the total opposite direction of gritty, low-magic, and "realistic".

I'd like to see a setting rooted in the kinds of crazy world concepts you see in in old videogames and anime. Worlds where you are just as likely to see androids, laser guns, and giant floating super-technology fortresses as you would elves, wizards, and gods. Worlds where the distinctions between technology and magic or god and machine begin to blur. Places with terrain and architecture completely alien to anything seen in the real world.

I'd also like to see a setting based on modern earth. Something like d20 Modern's Urban Arcana or Shadow Chasers, but better designed and given more of a unique spin than a straight take on the "D&D on Modern Earth" gimmick. Even a "this fantasy world is in fact set in a post-apocalyptic Earth where magic showed up" setting would be rather interesting.

Warhammer 40k? Without the Grim Dark?

Sounds like every Final Fantasy game.
 

I'd like to see another Great Setting Search. The last contest, which resulted in Eberron, was very interesting, and ended up with a rather unique setting.
 

I like the idea of a Wild West setting. That is something familiar which has perhaps not been explored much in D&D. If it were to match up races to cultures as a starting point, I could see humans, dwarves and halflings being the "old world" races, with elves/wild elves being the Native Americans, eladrin/high elves being the Aztecs, tieflings as the priest class of the Aztecs, servants of an evil sun god (who seem to almost always be good in D&D), and perhaps deva/aasimar being outcasts from a more prosperous time in that society. Dragonborn would be the Mayans, with the distinction between couatl and dragons blurred, and gnomes would be the Incans. Oh, and half-elves would be Californians and Mexicans, as in Eberron their own group. Something I think I would do though is keep all other humanoid and monstrous humanoid races out of the setting, and focus on actual monsters for threats beyond hostile peoples.
 

I think the problem with " one giant metropolis " ideas and an idea I had for a world made up of a series of interconnected concave worlds is that both have sort of already been done for D&D - in Planescape. They could be done, but they would not be entirely original (to D&D).

The point would be that the whole city-plane itself is too concave to escape or slope on your own. Anything big in own area effects the other. The Dragon, Devil, Vampire gang war cannot be escaped when it starts up. The campaign season for a recently deceased councilmen is brutal mentally and physical. And the worse trap of all...

Traffic causing transportation accidents!
 

I want a swashbuckling setting, where heavy armors are rare and black powder weapons are commonplace.

A Dark Ages or ancient setting would also be good. I think those two settings could actually be combined very easily, after all most of the world was in the dark during antiquity. There wasn't much "civilization" north of Rome.
 

I like the idea of a Wild West setting. That is something familiar which has perhaps not been explored much in D&D. If it were to match up races to cultures as a starting point, I could see humans, dwarves and halflings being the "old world" races, with elves/wild elves being the Native Americans, eladrin/high elves being the Aztecs, tieflings as the priest class of the Aztecs, servants of an evil sun god (who seem to almost always be good in D&D), and perhaps deva/aasimar being outcasts from a more prosperous time in that society. Dragonborn would be the Mayans, with the distinction between couatl and dragons blurred, and gnomes would be the Incans. Oh, and half-elves would be Californians and Mexicans, as in Eberron their own group. Something I think I would do though is keep all other humanoid and monstrous humanoid races out of the setting, and focus on actual monsters for threats beyond hostile peoples.

Gosh, I sure hope not. As described, that would be atrociously bad.
 



Into the Woods

Remove ads

Top