What world should I run? Hunt, K of K or SL?

What world should I run?

  • Wing it with homebrew 'til it's ripe

    Votes: 51 36.7%
  • Spend the years with FR, you quitter!

    Votes: 17 12.2%
  • Kingdoms of Kalamar

    Votes: 25 18.0%
  • Scarred Lands

    Votes: 33 23.7%
  • Harn

    Votes: 1 0.7%
  • Other (No OA-types please)

    Votes: 12 8.6%

Poll your players and see what they think. They might really love FR or they might all say, "Greyhawk!" or something else.
 

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Re: Why just 3 new choices?

bloodymage said:
1) Kingdoms of Kalamar: From the reviews and what I read on these boards, I've often thought that K of K is what I should've bought instead of FR. I get the impression that it's less cheesy and more coherent. More "realistic," so to speak. I'm reluctant, though, for fear of going thru information overload again.

I'm definately a Kalamar fan (though not quite so much as Nightfall is a SL fan) and though it sounds like homebrew is what you yourself deep down want to do, if you decide you don't have the time let me put in a plug for taking a look at the Kalamar campaign book.

The information within is not overwhelming, though there is a lot of it, and the world leaves a lot of room for DM expansion whilst at the same time providing lots of little details about this or that. The religions are well done and well thought out. The evil gods are truly evil (not evil-lite or pop star evil but truly and wonderfully foul).

To top it all off, the modules for Kalamar are some of the best resources a DM could ask for and the Players Guide is fantastic (IMO).

just my .02 anyways :cool:
 

I would suggest Iron Kingdoms or Dragonstar... both are really quite good...


Pros for IK:

1) A great trilogy of adventures chalk full of information for great prices and production value (in fact the only adventures I own).

2) The Monsternomicon coming out soon and you will have some unique and downright eerie creatures to play with (I should know as I helped write it ;-).

3) A great IK list where all the writers/designer hang out and answer questions on a daily basis ;-)

4) They only put out quality products... and great art!

Cons for IK:

1) The Character Primer does not come out until October... meaning that although you could easily start now it might be preferable to start the campaign after the primer comes out.

2) They only put out quality products... and so they take a while to finish... ;-)

3) Their is gunpowder (of a sort) and cannon, which might turn some people away although in truth they play less of a role than you might think.

Find Out More at: www.privateerpress.com

As for Dragonstar:

Pros:

1) Dragonstar is ready to go... so you can pick up the Player's Guide and Galaxy Guide and drop your current campaign or create a new campaign with ease...

2) Great concept and fun setting easy to introduce and adapt to any campaign...

Cons:

1) Some parts of the Player's Guide are not as clean as they could be, but FFG has an errata on their website which clear things up.

2) You have to like a Sci-Fi/Fantasy mix... so make sure your players like the idea

Find Out More at: www.fantasyflightgames.com

Jaldaen
 

Re: Re: Why just 3 new choices?

Wicht said:


I'm definately a Kalamar fan (though not quite so much as Nightfall is a SL fan)...


True Wicht but then who can match my madness save maybe the gods/goddess of madness? ;) :D


Wicht said:
and though it sounds like homebrew is what you yourself deep down want to do, if you decide you don't have the time let me put in a plug for taking a look at the Kalamar campaign book.


A setting I do find interesting...but not for me. I do recommend it though because it definately speaks about low magic.
 

Jaldaen, thanks for the plugs. I took a look at the links you provided and though both products have a lot going for them, I guess I'm just an "old stick in the mud." I'm uncomfortable introducing advanced technology and modern concepts into my game world.

So far, Hunt: Rise of Evil and Scarred Lands have interested me most with Kingdoms of Kalamar still tantalyzing and catching up in the poll. Hunt intrigues me as being the most open and versatile of the lot, though I'm not a big horror fan.

I may be spending a pretty penny here, so I'm trying to make sure I get something I'll be happy with. It doesn't have to be perfect, that's why I'm the "House Ruler," but if I'm happy, my players are happy. :D

I will always work on my homebrew. I just don't want to feel pressured about it, a feeling I create, of course. The party's recent investigation into the mysterious thefts from "The House of Soaring Delights" went well. I gave them a couple of hooks that could lead them out of the Kyrian Confederacy though. I could wing them, but neither Kraeldonia or The Cudgel are anything more than a concept and short description right now. Come to think of it, I'll definitely have to keep them out of The Episcopacy of The Cudgel for now. That's not a locale to "wing it" in! So, if the party does what parties do by doing anything but what the DM wants, they could end up in The Cudgel. Pressure.:rolleyes:

Enough of my homebrew ramble. Talk me into:
1) Railroading my players in Ert just enough so I don't get into trouble.
2) Running Hunt
3) Running SL
4) Running Kalamar

Btw, something that might have a bearing here. I'm leaving 3e, but taking the skills system, and going back to tweaked 1e. Don't want to get into the whole pros and cons of that here; that's for another thread. Would it be really difficult to apply a 1e game in any of these worlds? Like I said, just an "old stick in the mud!" :cool:
 
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Well it's easy to run any of the latter, (though I WILL convince you run SL, I promise! ;) ), since all you have to do, is take your existing FR group plane hopping! :) Just have some Shades trying to find a new nexus to help in their conquest, and accidently find a portal to one of those worlds. (Course you know I'm saying Scarred Lands! :) )

My best reasons I gave but I have more.

1. Different monsters. Things like the Dark Hag, the Danashee, an a sortment of hags, and creatures of Mormos brood like the Aassthi and the High Gorgons. Also the Feral, Blade Demons, the Unhallowed, and DEFINATELY the Slitheren/Ratmen. These guys are numerous, they fight well in groups and they also can make interesting PCs!

2. Paladins and clerics aren't treated just as healers and do gooders. Some paladins might follow Madriel, or Hedrada, but most follow Corean since he IS the god of paladins (which is an important thing not like Torm whose just a lesser god. ). Even so, they can work togethe

3. The Horsemen of Vangal! Best damn horsemen out there and they know it. I mean come on Dual wielding battle axe god of destruction, earthquakes, volcanos, bloodlust and LOTS of meaty death! Trust me Talos would choke at Vangal's power.

4. It will be something your players might like. After all they can still right wrongs, do good deeds, find wealth and treasure from times long past...just as long as they are careful. Not to mention if one or two have a pentence for arcane learning, there are a number of places they can try. From the halls of Hollowfaust, to the Vault in Lokil, to the Phyaltric Vault in Darakeene, there is plenty of arcane lore to be learned.

5. TRUE RITUALS!! I know you read R&R, but THINK about the awe you could inspire with your players IF a cabal of wizards cast Lycanthropic plague. Or perhaps one is searching for a quick way to lichdom?

6. Read Lars's Story Hour. :) Lars Frehse has his own story hour about the Scarred Lands. I'll post the link here: http://enworld.cyberstreet.com/showthread.php?s=&threadid=12803

I think it's one of the better ones out there. Anyway hope that semi-helpful on that point.

7. Running the Scarred Lands will be challenging. There's really no epic NPCs, no epic dragons, or even just epic creatures beyond those that serve the Titans or perhaps forces outside Scarn. Even so, it's a fun thing to see your players try to figure out just WHERE everything fits.


I don't know if I can add much else other than RUN PLEASE! :) I need to fill my conversion quota for the month. ;)
 

bloodymage said:
Btw, something that might have a bearing here. I'm leaving 3e, but taking the skills system, and going back to tweaked 1e. Don't want to get into the whole pros and cons of that here; that's for another thread. Would it be really difficult to apply a 1e game in any of these worlds? Like I said, just an "old stick in the mud!" :cool:

Maybe. I won't say for sure but I will say that I prefer d20 type system. It's your call. If you're worried about dwarven wizards, the vast majority are just rune-based, which I'm sure you're semi-aware of.

I hope you're keeping sorcerers since many of them are an intergal part of the setting... Monks not sure. Also what are you doing about multi-classing and Pr-classes?
 

Since you asked...

No sorcerers in my 3e game much less any 1e game. My wizards have always used mana which makes sorcerers superfulous.

I use an altered multi-classing system now: Multiclassing: There are 2 ways to multiclass In Faerûn. The first is to train in both classes simultaneously resulting in achieving 1st level in each class one after the other at a later age than a single classed character. Make the die roll for starting age from both classes and add the sum to the highest starting age of the 2 classes. Alternating levels are required to maintain skills in each class with this method, at least until “full level training” is achieved for each. Starting tripleclassed is not possible with this method. However, triple classes are possible (not encouraged) when both original classes have met the rigors of full level training as outlined in the 2nd method. This method assumes training in 1 class to achieve 1st level and requiring a solid grounding in that class before multiclassing. This is to prevent the atrophying of skills that occurs when a class is not practiced for a long time and was not learned well enough to retain. Different classes have different requirements for “full level training.”

Barbarian: 1
Bard: 5
Cleric: 4
Druid: 5
Fighter: 2
Knight Errant: 3
Monk: 4
Paladin: 4
Ranger: 4
Rogue: 4
Wizard: 6

For instance, Casternia the cleric decides she can serve her forest deity better by learning the woodland skills of a ranger. It will take 4 levels cementing her clerical abilities along with learning the disciplines of her new class before she can become a 1st level ranger. She can then become a 5th level multiclassed character. She then has a choice as to how she wants to advance. She can advance strictly on her ranger side or she can alternate advancement with her clerical abilities. She cannot advance 2 consecutive levels in her original class until she has fulfilled the full level training for her second class.

PrC: Prestige Classes: There are no prestige classes, per se, on Faerûn. Any NPC’s encountered with prestige templates are actually people with very specialized training, skills and knowledge. This degree of specialization is available (not encouraged) to anyone with the aptitude one skill or proficiency at a time. Specialization (expert class) is difficult to come by, difficult to accomplish and costly in many ways.

The House Ruler strikes again!
 

Well from the sounds of it, sounds like you might enjoy Everquest more. They are making it into an RPG but I believe are using a different magic system as well as different classes.

I guess I'm just used to the vanican system of magic. Mana to me, always seem rather silly. Just my opinion.

I will say...I favor 3rd edition multi-class but that's me.

Still those are just MY thoughts. You can certainly add some ASPECTS from the Scarred Lands, if you wish. Certainly I hope you do.
 

Hijack in progress. You will be returned to your normally scheduled thread shortly.

Nightfall said:
Well from the sounds of it, sounds like you might enjoy Everquest more. They are making it into an RPG but I believe are using a different magic system as well as different classes.

I'm a D&D player. If it doesn't work for me I house rule it! :cool:

I guess I'm just used to the vanican system of magic. Mana to me, always seem rather silly. Just my opinion.

What's silly to me is a fighter swinging all day, a rogue pilfering all day, but the wizard sputtering out in the first hard encounter and being virtually useless the rest of the day. :rolleyes:

I will say...I favor 3rd edition multi-class but that's me.

To each his own. I have a real problem accepting a pimply-faced 17 year old F/W/C/R as possible. :p

Still those are just MY thoughts. You can certainly add some ASPECTS from the Scarred Lands, if you wish. Certainly I hope you do.

My intent is to add my rule aspects into a campaign setting. If I use SL, I'll use SL but converted to 1e. Possible? :confused:
 

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