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What makes each setting unique?
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<blockquote data-quote="Aldarc" data-source="post: 8202271" data-attributes="member: 5142"><p>This is generally why I recommend the <strong>Nentir Vale</strong>. It's mostly a blank slate setting that lacks the baggage of other lore heavy settings. It provides a basic set of deities, a basic mythic backstory/metaplot (i.e., the Dawn War), several fallen empires, some starter towns, and then the rest of the setting is mostly empty spaces to drop ruins, modules, or adventures. There is a fairly strong DIY vibe to the setting. IMHO, it was designed quite cleverly for newcomer GMs. Critical Role, IMHO, is a great example of how the element of Nentir Vale can be used to build a great setting mostly from the ground-up. Moreover, apart from maybe Eberron, it's also really the only setting where every 5e PHB race, including the dragonborn, has a place without having to make changes to the setting in ways that make the grognards pick up their pitchforks.</p><p></p><p><strong>Nentir Vale</strong> is the mythic fantasy setting: It's a kitchen sink setting framed around small points of light/civilization surrounded by the threat of encroaching darkness/chaos/wilderness. It's set in the Dark Ages of a fallen high fantasy setting that embraces a mythic Chaoskampf motif that reverberates throughout the cosmos. Even if it starts out small or they are unaware, characters are heroes who engage this cosmic struggle at every inch and level of play.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8202271, member: 5142"] This is generally why I recommend the [B]Nentir Vale[/B]. It's mostly a blank slate setting that lacks the baggage of other lore heavy settings. It provides a basic set of deities, a basic mythic backstory/metaplot (i.e., the Dawn War), several fallen empires, some starter towns, and then the rest of the setting is mostly empty spaces to drop ruins, modules, or adventures. There is a fairly strong DIY vibe to the setting. IMHO, it was designed quite cleverly for newcomer GMs. Critical Role, IMHO, is a great example of how the element of Nentir Vale can be used to build a great setting mostly from the ground-up. Moreover, apart from maybe Eberron, it's also really the only setting where every 5e PHB race, including the dragonborn, has a place without having to make changes to the setting in ways that make the grognards pick up their pitchforks. [B]Nentir Vale[/B] is the mythic fantasy setting: It's a kitchen sink setting framed around small points of light/civilization surrounded by the threat of encroaching darkness/chaos/wilderness. It's set in the Dark Ages of a fallen high fantasy setting that embraces a mythic Chaoskampf motif that reverberates throughout the cosmos. Even if it starts out small or they are unaware, characters are heroes who engage this cosmic struggle at every inch and level of play. [/QUOTE]
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