D&D 5E What makes a "different" setting? What draws you in?

Raddu

Explorer
One of the things that was most interesting to me about the Dark Sun setting was that it was so different compared to the standard fantasy settings of the time. Do unusual aspects of a setting draw you to them? How different do they need to be?

The most recent Arcanis Update listed 10 things that made Arcanis different, does it make the setting different enough to draw your interest?

10 Things That Make Arcanis Different

1. Centered on the Ancient World


Arcanis is not modeled after a European medieval society, but rather on the cultures of the ancient world. The central nation, the Coryani Empire, is an analogue of the Roman Empire, where you can play deadly ex-gladiators, brave legionnaires, be hired by senators and battle for the emperor! Other nations have their own unique cultures, but all retain that flavor of antiquity.


2. Ansharan Gates


The world of Arcanis is vast and crossing those distances can take a long while. To speed up travel, Arcanis has Ansharan Gates, ancient portals that allow Heroes to cover long distances in the blink of an eye. Originally believed created during the Imperium of Man, players discovered that their origin is more ancient and sinister than previously believed.


3. No Alignment


None of the Heroes in Arcanis are lily-white and pure, just as none of the villains are completely black hearted monsters. Like in real-life, all people have both good and bad sides, which helps make the characters you interact with feel more three-dimensional and not card board cut outs.


4. Gods


Most fantasy campaigns have gods, but those in Arcanis are part of a pantheon, and each seen as either “good” or “evil”, depending on the aspect worshipped. There are various religions on Arcanis, (the Mother Church of Coryan, the Milandric Orthodox Church, the Church of the Dark Triumvirate, etc.) and each choose which aspects of the gods to venerate. What might be viewed as “good” in one culture, may be seen as “evil” in another.


5. Psionics


Psionics plays an integral part in Arcanis and is not a tacked-on after-thought. Of the player races, only the Val, a human sub-race whose ancestors were infused with the powers of the gods, were gifted with psionics. This was done to prepare and protect humanity from the darkness known as the Silence, and their servants, the Voiceless Ones.


6. Each Magic System has a Unique Feel


Arcane power is the residual energy left over from the moment of creation and magic is the ability to draw that power into yourself and shape it with your will or faith to create an effect. There four different types of magic: Elder, Eldritch, Divine, and Primal, each with its own unique nuances: Elder is precise and a scalpel compared to the sledge hammer brute force of eldritch magic. Divine casters follow exact formulae or cants that are fueled by faith, while primal practioners call upon powerful entities, like nature spirits, to create effects.


7. Harvesters


Speaking of magic, practitioners using their abilities in a flashy manner and out in the open can draw the attention of the Harvesters, agents of the Sorcerer-King of Ymandragore. This could lead them to be captured and taken to the Isle of Tears and sold into slavery or, if young enough, indoctrinated to join their new masters.


8. Twist on Fantasy Races


With the exception of humans, all the usual fantasy races have been given a twist. Our elf analogue – the elorii, are infused by the elements, and were created as a servitor race by the ssanu, serpent men that once controlled the continent. Dwarves were once Celestial Giants cursed by the gods of man, and the gnomes are twisted abominations, born from the union of a human with a dwarf, whose curse was passed on to them. There are also other unique player races, such as the Black Talon lizard men, the infernally tainted Dark-kin, Kio, Undir, and the Val.


9. The Deadliest Adversary


Bizarre creatures and deadly monsters can be found all across Arcanis, but the greatest enemy the Heroes will face will be other humans. Conflict is born from differing agendas and being at cross-purposes. One need not be a maniacal villain to be an opponent and the greatest adversary you may face is one whose goals may be as noble as yours.


10. The World is a Mystery


As you begin to play in Arcanis, you’ll start to discover that some of the truths about the world that you’ve been taught don’t coincide with what you’ve experienced or found. Peeling away at the various layers of this puzzle is part of the game that you can ignore or dive in deeper, trying to uncover the mysteries at the heart of the world, joining many of your fellow players seeking to unlock them.
 

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They are all good ideas.

I most often run "vanilla" settings, mostly because I always have beginner players and I want to start them off with a classic game rather than with a variant in their first experience of D&D.

But when I'm a player in someone else's game, or when buying books, I totally prefer settings with a few twists. I like different fantasy settings to be actually different.

Some sparse comments here...

1. This usually is a good starting point. If based on a specific culture of the past, a setting gains a distinct feel of its own.

2. This is actually a great idea, because even if it's a small element compared to changing how magic works or how the gods work etc., it will have practical repercussions on adventures.

4. While I love mixing up or creating new deities and pantheons, these provide hardly any twist unless you alter the structure of religion in the world. But if the default structure (i.e. lots of gods, each god has its own alignment/portfolio/temples/clerics, each character has its own patron god...) remains the same, then the change is practically cosmetic. However, here in this case there is at least a (small) twist in how the deities' alignments work, but I am not sure this alone would be enough to say the setting is significantly different from the norm.

6. This is bold and challenging... it surely makes the setting different, but normally it requires to be backed up in terms of spellcasting rules, and there's the challenge: change too little and the effect achieved is only cosmetic; change too much and it's a huge work to keep everything balanced. You can elaborate this example by considering the correspondences Wizards = Elder, Sorcerers = Eldritch, Clerics = Divine and Warlocks = Primal. Then you could get away with only a small amount of house rules, perhaps as small as modifying/shortening the class spell lists a bit, and then just emphasize the differences through the narrative.

8. I am more skeptic about this one. A different narrative and/or different mechanical description of races doesn't really change anything if then the game still allows characters of different races to be played essentially in the same way, and treats also the NPCs basically in the same way. The most common mistake IMHO is to end up having each humanoid race basically the same society as humans: cities, kings/queens, armies, same kind of ecology and economy, same technology, same everything... And then for the sake of player's freedom, allow each race to have PCs of any alignment, any class, any whatever... but doing so you pretty much always end up with elves being humans with pointy ears etc.
 

It's going to depend on how exposed you have already been to the genre. If you are newly exposed to it then everything will look new and wonderful to a point depending on your personal tastes. More experience with the genre may cause some or all of the "standard settings" to become stale and leave one craving something different.
 

I think the definition of "different setting" can change vastly from person to person. For some it might just be having a different tone and feel than Forgotten Realms/Tolkien works. For others it might mean that the setting must have elements that require customized game mechanics. Neither is really wrong. I personally lean more towards a setting needing to change up gameplay assumptions to feel unique as mechanics is one of the largest ways I connect with the game.

In the sample a lot of the points strike me as a bit generic. A lot of settings have deities, a lot of settings have unique races, a lot of settings have villainous groups that want to grab you in the night, a lot of settings have various sources of magical power. The biggest point is probably the first, drawing inspiration from ancient Rome. This says to me that play in the setting can contain equal parts political intrigue and hack and slash adventuring. Overall, it doesn't pique my interest, but I know people that love Roman history that would be all over it.
 

They are all good ideas.

I most often run "vanilla" settings, mostly because I always have beginner players and I want to start them off with a classic game rather than with a variant in their first experience of D&D.

But when I'm a player in someone else's game, or when buying books, I totally prefer settings with a few twists. I like different fantasy settings to be actually different.

Some sparse comments here...

2. This is actually a great idea, because even if it's a small element compared to changing how magic works or how the gods work etc., it will have practical repercussions on adventures.

4. While I love mixing up or creating new deities and pantheons, these provide hardly any twist unless you alter the structure of religion in the world. But if the default structure (i.e. lots of gods, each god has its own alignment/portfolio/temples/clerics, each character has its own patron god...) remains the same, then the change is practically cosmetic. However, here in this case there is at least a (small) twist in how the deities' alignments work, but I am not sure this alone would be enough to say the setting is significantly different from the norm.

6. This is bold and challenging... it surely makes the setting different, but normally it requires to be backed up in terms of spellcasting rules, and there's the challenge: change too little and the effect achieved is only cosmetic; change too much and it's a huge work to keep everything balanced. You can elaborate this example by considering the correspondences Wizards = Elder, Sorcerers = Eldritch, Clerics = Divine and Warlocks = Primal. Then you could get away with only a small amount of house rules, perhaps as small as modifying/shortening the class spell lists a bit, and then just emphasize the differences through the narrative.

8. I am more skeptic about this one. A different narrative and/or different mechanical description of races doesn't really change anything if then the game still allows characters of different races to be played essentially in the same way, and treats also the NPCs basically in the same way. The most common mistake IMHO is to end up having each humanoid race basically the same society as humans: cities, kings/queens, armies, same kind of ecology and economy, same technology, same everything... And then for the sake of player's freedom, allow each race to have PCs of any alignment, any class, any whatever... but doing so you pretty much always end up with elves being humans with pointy ears etc.

2. Yes, making travel easy prevents this from being LotR travel games.

4. The difference here is that the pantheons and related religions are not so monolithic, you can have sects of gods warring against each other because they view the god differently.

6. Good points.

8. The differences in Arcanis are more in their origins, which gives the various races a different feel, even if overall you can still see them as elves or dwarves.
 

It's going to depend on how exposed you have already been to the genre. If you are newly exposed to it then everything will look new and wonderful to a point depending on your personal tastes. More experience with the genre may cause some or all of the "standard settings" to become stale and leave one craving something different.

THat's a good point!
 


MonkeezOnFire mentioned this but the first step to making a setting more interesting is departing from Tolkien-esque/traditional fantasy tropes. Before Game of Thrones became as monstrously popular as it is now it was novel for being gritty with fantasy elements taking a back seat (at first) to intrigue - and NO ONE had plot armor. I like the Elder Scrolls universe for making the -mer races have a common ancestor (orcs and elves related). Generally any time you can put a fresh spin on a trope.

I love, love, love when Orcs aren't just one dimensional dumb, nasty brutes. Or touching on original mythologies make Dwarves taller than men, or make elves evil little b@st@rds. Touching on ancient Greek religion for the campaign I'm currently running the gods are completely unconcerned with morality. The ancient Greek idea of piety was giving offerings to solicit their favor, or to appease them, or to thank them -- not to gain salvation, achieve a reward in the afterlife, or be counseled on morality. We've pretty much done away with alignment altogether which challenges the formula of good guys/bad guys (I'm still hoping one of my players will pull a Prince of Thorns).
 

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