Cam Banks said:I think having draconians, kender, and tinker gnomes helps.
Otherwise, so many settings and supplements wouldn't have borrowed them from Dragonlance. Right? Right?
Piratecat said:Robert, I'm convinced that campaign settings need a certain amount of momentum - an "installed base" of continuing players - to survive. They need people to clamor for them, to request their DMs to run them. They need for fans to become emotionally invested in the setting once they start playing it.
There's a certain amount of nostalgia at work here that continues to power the Forgotten Realms, Greyhawk and Dark Sun. There's also a learning curve; if you've been exposed to the Forgotten Realms throughout 1e and 2e, you have a better grasp of its layout and politics than if it were a new setting.
I think that learning curve has helped Green Ronin's Freeport. "Piratical city" is an easy concept to grasp, and one that really sounds fun; GR just made it easy to keep people interested by producing good quality products.
Psion said:That's a pretty good point too. But then, Bluffside was similar, but failed. I think that this is in large part due to the fact that there was a lot more professional experience behind Freeport, and it shows in the quality of the product.
But still, there's something... nifty... about Bluffside.
Psion said:I have a house rule that dimension travelling kender spontaneously explode upon arriving in my campaign setting.

(emphasis mine)Knightfall1972 said:So this question has been knocking around in my brain for quite some time. Basicially, I'm wondering what makes a D&D/d20 Campaign Setting stand out. Is it all about originality, or is there more to it than that?
Marketing is an incredibly important aspect to it, IMO. That's based only on what I've seen and heard, mind you. I am *not* in the industry, so yeah, 'pure' opinion here.Why do campaigns like the Scarred Lands and Dragonstar fail to last (even with diehard fans), while other campaigns continue to receive company support (i.e. Freeport)? Is it just about timing things right? Or is it more to do with marketing and production value?
Respectively: possibly; and not that I've seen.Is there such a thing as too many d20 System campaign settings? Also, does a campaign setting being OGL-based instead of just standard d20-based make a difference (i.e. Conan RPG)?
There are a lot of 'old' settings that could be reimagined in any number of ways. That's one path. Also, I think there are plenty of niches yet to be catered to.And what would you like to see, in the future, when it comes to the d20 System and the OGL? Basically, what else is there to be done, campaign setting-wise? Is there anything else "new" to be done? And I'm not talking about new licensed games, but "new" campaigns not based on an fantasy/scifi author's IP.
Psion said:Scarred Lands
- S&SS dove into it before any authors had developed any real proficiency with the system. This was a bit of a gambit that had the opportunity to earn them some early market share, but it didn't pay off.
- Overpublished. You mention freeport as "successful"; I think you will find that there are several times as many books published for it. For a third party setting, that was too many books for a setting. That made it too hard for fans to absorb. (I was stunned they went on to make other continents before Ghelspad was really fleshed out.) When asking some fellows why they didn't get into the setting, they relayed that they felt like the setting was too much to buy into. And I can understand why. I'm probably the second most rabid SL fan on this board, but I still have 3 books to get.
- The fact that there was so much material for it meant they were in a position to be hurt real bad by the 3.5 transition. Too much 3.0 material was left untranslated because there is no way they could update all that.
- The breadth of the setting also meant that they had to tap a lot of authors. The setting has a dizzying array of neat details, but it does sort of have a bit of a "too many cooks" feel, and many of the authors tapped weren't up to the design task (and/or the editors didn't do a good enough job catching some unbalanced stuff.)
- The adventures were too long coming, and when they did come, had some painfully bad editorial blunders. Freeport LAUNCHED on an adventure. This made Freeport a far easier setting to get into, by way of comparison.
[*]On a totally different note, the S&SS forums sucked. I think this presented a real barrier to a strong fan community forming.
Psion said:I have a house rule that dimension travelling kender spontaneously explode upon arriving in my campaign setting.
Knightfall1972 said:Also, in Bluffside's case, the company's management staff went through some really tough times. I'm not sure how sick Hal and Doug became, or what else happened, but from what I heard it was really bad situation, for both of them, for different reasons.
Just_Hal said:I hope that clears up some stuff and rumor has it someone may be working on Bluffside 3.5 but I can neither confirm nor deny that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.