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What makes a D&D/d20 Campaign Setting great?
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<blockquote data-quote="Imruphel" data-source="post: 2869483" data-attributes="member: 15684"><p>I've been a fan of the Forgotten Realms for about 15 years for the following reasons:</p><p></p><p>1. I love its detailed history. The great thing about history is that it provides plenty of hooks for adventures plus it makes designing dungeons that much easier because it provides a reason for a ruin (or whatever) to exist. This helps with the sense of verisimilitude.</p><p>2. I love its detailed pantheon. I think in a game where clerics (and other divine spellcasters) can wield the powers of the ones they worship, it makes sense for those powers to be a little bit involved with the world even if it is through the machinations of those clerics (I avoid direct divine intervention as I believe that should be the province of the turgid dreck that is otherwise known as FR novels).</p><p></p><p>That's a long way of saying that FR provides me with stacks of plot hooks because of the detail that exists about both its history and the various deities. I would expect that I would continue to run FR games even if/when the setting is no longer supported. In fact, the lack of support wouldn't worry me: there's enough material already and I typically hate (loathe and detest) the new plotlines introduced by the novels.</p><p></p><p>While I'm not necessarily claiming that FR is great (that's a sure fire way of starting a flame war), I find it really easy to DM there because there's some sort of hook and "space" for nearly any idea I may have for a campaign that I want to explore.</p><p></p><p>Who knows why campaign settings fail? Part of the problem is that there is very little money in the RPG industry so that makes continued support for a line difficult.</p><p></p><p>As for new settings, is there really anything new under the sun (thanks Ecclesiastes)? </p><p></p><p>Nightfall,</p><p></p><p>I hope you're not implying that it's wrong for a company to care about profit.</p></blockquote><p></p>
[QUOTE="Imruphel, post: 2869483, member: 15684"] I've been a fan of the Forgotten Realms for about 15 years for the following reasons: 1. I love its detailed history. The great thing about history is that it provides plenty of hooks for adventures plus it makes designing dungeons that much easier because it provides a reason for a ruin (or whatever) to exist. This helps with the sense of verisimilitude. 2. I love its detailed pantheon. I think in a game where clerics (and other divine spellcasters) can wield the powers of the ones they worship, it makes sense for those powers to be a little bit involved with the world even if it is through the machinations of those clerics (I avoid direct divine intervention as I believe that should be the province of the turgid dreck that is otherwise known as FR novels). That's a long way of saying that FR provides me with stacks of plot hooks because of the detail that exists about both its history and the various deities. I would expect that I would continue to run FR games even if/when the setting is no longer supported. In fact, the lack of support wouldn't worry me: there's enough material already and I typically hate (loathe and detest) the new plotlines introduced by the novels. While I'm not necessarily claiming that FR is great (that's a sure fire way of starting a flame war), I find it really easy to DM there because there's some sort of hook and "space" for nearly any idea I may have for a campaign that I want to explore. Who knows why campaign settings fail? Part of the problem is that there is very little money in the RPG industry so that makes continued support for a line difficult. As for new settings, is there really anything new under the sun (thanks Ecclesiastes)? Nightfall, I hope you're not implying that it's wrong for a company to care about profit. [/QUOTE]
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