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What makes a great campaign setting?
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<blockquote data-quote="scourger" data-source="post: 1821015" data-attributes="member: 12328"><p><strong>here's hoping to reach more industry types...</strong></p><p></p><p>For me, a camapign setting is a keeper if it has modules or adventures. The fewer crunchy bits like new classes, races, skills & feats--the better. I just want enough new stuff to make the game playable without being overwhelming. Here are some concrete examples.</p><p></p><p>Sure-fire hits:</p><p></p><p>1) I loved it when Greyhawk was made the default setting for 3.0. My D&D game was instantly set there, and I got the gazetteers to help me understand the setting. The best one for was The Adventure Begins for AD&D (2e) since it described the City in detail. The world-at-large was vague but the immediate adventuring area was detailed. </p><p></p><p>2) I like Judge Dredd because it has a lot history to draw on for the setting. Good art. Engaging past stories. Plus, the rules really just presented enough to let you play that game using 3.0 rules. All this on the foundation of 4 good adventures released soon after the core book. I even buy the supplelments (althoug I don't use them in play) and the publisher's magazine when they had an adventure (not just supplemental material). Cool downloads help, too. </p><p></p><p>3) Mesopotamia. Love it. It presents a core D&D campaign of adventures in the broze age. Short chapters of new options for human subraces and dieties. I won't use the optional Pestige classes or magic & feat options. ELEVEN (11!) chapters of adventure follow. Brilliant! Two appendices of new & revised foes. Minor dings for no table of contents or index, but I'll suffer the loss if it meant the inclusion of all the other great material.</p><p></p><p>4) Omega World is awesome. I would recommend a purchase of Dungeon #94 to get this gem from the Polyhedron side to anyone. I used to re-convert Rifts d20 (see #1 below). I loved running that game, but my players were lukewarm. It made a fine d20 version for the adventures in Alternity Gamma World. It only adds 4 new races, 1 new class, and a few skills & feats. The mutations & defects are very well done. The equipment is short & sweet, too. Classic Gamma World monsters & campaign setting info get a few pages, too. Most important are the pages of DM tips & tools. It gets it all done in about 40 pages. Just a brilliant piece of work. </p><p></p><p>5) The Shackled City adventures from multiple issues of Dungeon present a fine campaign setting. I'm running the 1st adventure now. Since I have few players, they each run 2 characters. Tier options include Judges, Jedi, Mutants. Teir 2 adds aasimar paladin or any standard D&D race & class combo. It's working great so far!</p><p></p><p>Close enough to get the job done:</p><p></p><p>1) DragonStar worked but only as a temporary rules set for a Rifts d20 conversion. Not enough adventure support, though.</p><p></p><p>2) Star Wars. Love to play it. If I were to run it, I would just use the core rulebook and download free adventures from Wizards. </p><p></p><p>3) Skull & Bones. I was hooked by the free adventure and information about the Caribbean downloads from the website. I used none of the optional rules from the book save some cannon damage. It was well-written in the fluffy bits, so it made a good read.</p><p></p><p>4) Spellslinger was good for a short-term D&D in The Wild West mini-campaign. </p><p></p><p>Not even played (even this partial list is long, so I will only elaborate big points):</p><p></p><p>1) Deadlands d20. No adventures.</p><p></p><p>2) Hell on Earth d20. No modules. </p><p></p><p>3) Sidewinder. A fun read. Well-written, but too many new options. Maybe the D20 Modern revision is better.</p><p></p><p>4) Broncosaurus Rex. Too different. No modules. (The same publisher has a great new line of Dungeon Crawl Classics, and I would love to run Mysteries of the Drow as a mini-campaign using the trounament characters included.)</p><p></p><p>5) Weird War(s) II. Too many new options to try to master. </p><p></p><p>6) Afghanistan d20. Great read about the region's history, but that's it for me.</p><p></p><p>7) Somalia d20. Ditto.</p><p></p><p>8) Darwin's World should have been more like Omega World (see above).</p><p></p><p>9) The rest of the Horizons line except Spellslinger. Interesting to read, but seem difficult to play. </p><p></p><p>10) Trojan War. Should have been more like Mesopotamia. Unfortunately, attempting to read it probably turns me off that publisher.</p><p></p><p>11) Conan (d20). Too many new rules for no good enough reasons. Only a couple of pdf adventues. Disapponting.</p><p></p><p>12) Omega World d20. Words cannot express my disappointment.</p></blockquote><p></p>
[QUOTE="scourger, post: 1821015, member: 12328"] [b]here's hoping to reach more industry types...[/b] For me, a camapign setting is a keeper if it has modules or adventures. The fewer crunchy bits like new classes, races, skills & feats--the better. I just want enough new stuff to make the game playable without being overwhelming. Here are some concrete examples. Sure-fire hits: 1) I loved it when Greyhawk was made the default setting for 3.0. My D&D game was instantly set there, and I got the gazetteers to help me understand the setting. The best one for was The Adventure Begins for AD&D (2e) since it described the City in detail. The world-at-large was vague but the immediate adventuring area was detailed. 2) I like Judge Dredd because it has a lot history to draw on for the setting. Good art. Engaging past stories. Plus, the rules really just presented enough to let you play that game using 3.0 rules. All this on the foundation of 4 good adventures released soon after the core book. I even buy the supplelments (althoug I don't use them in play) and the publisher's magazine when they had an adventure (not just supplemental material). Cool downloads help, too. 3) Mesopotamia. Love it. It presents a core D&D campaign of adventures in the broze age. Short chapters of new options for human subraces and dieties. I won't use the optional Pestige classes or magic & feat options. ELEVEN (11!) chapters of adventure follow. Brilliant! Two appendices of new & revised foes. Minor dings for no table of contents or index, but I'll suffer the loss if it meant the inclusion of all the other great material. 4) Omega World is awesome. I would recommend a purchase of Dungeon #94 to get this gem from the Polyhedron side to anyone. I used to re-convert Rifts d20 (see #1 below). I loved running that game, but my players were lukewarm. It made a fine d20 version for the adventures in Alternity Gamma World. It only adds 4 new races, 1 new class, and a few skills & feats. The mutations & defects are very well done. The equipment is short & sweet, too. Classic Gamma World monsters & campaign setting info get a few pages, too. Most important are the pages of DM tips & tools. It gets it all done in about 40 pages. Just a brilliant piece of work. 5) The Shackled City adventures from multiple issues of Dungeon present a fine campaign setting. I'm running the 1st adventure now. Since I have few players, they each run 2 characters. Tier options include Judges, Jedi, Mutants. Teir 2 adds aasimar paladin or any standard D&D race & class combo. It's working great so far! Close enough to get the job done: 1) DragonStar worked but only as a temporary rules set for a Rifts d20 conversion. Not enough adventure support, though. 2) Star Wars. Love to play it. If I were to run it, I would just use the core rulebook and download free adventures from Wizards. 3) Skull & Bones. I was hooked by the free adventure and information about the Caribbean downloads from the website. I used none of the optional rules from the book save some cannon damage. It was well-written in the fluffy bits, so it made a good read. 4) Spellslinger was good for a short-term D&D in The Wild West mini-campaign. Not even played (even this partial list is long, so I will only elaborate big points): 1) Deadlands d20. No adventures. 2) Hell on Earth d20. No modules. 3) Sidewinder. A fun read. Well-written, but too many new options. Maybe the D20 Modern revision is better. 4) Broncosaurus Rex. Too different. No modules. (The same publisher has a great new line of Dungeon Crawl Classics, and I would love to run Mysteries of the Drow as a mini-campaign using the trounament characters included.) 5) Weird War(s) II. Too many new options to try to master. 6) Afghanistan d20. Great read about the region's history, but that's it for me. 7) Somalia d20. Ditto. 8) Darwin's World should have been more like Omega World (see above). 9) The rest of the Horizons line except Spellslinger. Interesting to read, but seem difficult to play. 10) Trojan War. Should have been more like Mesopotamia. Unfortunately, attempting to read it probably turns me off that publisher. 11) Conan (d20). Too many new rules for no good enough reasons. Only a couple of pdf adventues. Disapponting. 12) Omega World d20. Words cannot express my disappointment. [/QUOTE]
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