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Which Campaign Setting has the best fluff? Why?
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<blockquote data-quote="Testament" data-source="post: 2106540" data-attributes="member: 21833"><p>Number 3:<em> Eberron</em></p><p></p><p>Welcome to the world where, at long bleedin' last, they've realised what could happen with that sort of magic. It feels comfortable to me, like an old shoe, and I feel like I've played in it for years. No other setting has drawn me in like Eberron has. The world is varied and interesting, but unlike FRealms, it all feels like it fits.</p><p></p><p>Plus, it has Sharn. Other than Sigil, I can't think of another city setting with as much potential as the City of Towers. Go bashing in the Cogs, or mix it up with my favourite part of the setting, the Dragonmarked Houses. WotC finally discovered how to do (potential) enemies who can't fight you, they just make life REALLY hard for you.</p><p></p><p></p><p>Number 2: <em>Planescape</em></p><p></p><p>Weird and wonderful Planescape. ANYTHING is possible in The Cage, anything can happen (and usually does). rk post brought this setting to life with his bizarre artwork, the supplements are about the only 2E stuff I'd kill to own, owing to how they drip with the unique flavour of this place.</p><p></p><p>And Sigil...ahhh, what a place. Go buy your lunch from a Demon, have a drink with some elves from three dimensions to the left, but watch out for everyone. You never know what's happening in this place.</p><p></p><p>And the Lady of Pain just rocks.</p><p></p><p></p><p>Number 1: <em>Arcanis</em></p><p></p><p>When I first played a game of Living Arcanis, I knew that this was a special setting. When I picked up the Player's Guide to Arcanis and Codex Arcanis, and read them, I put them down, breathless. To put it plainly, Arcanis drips with flavour, like all settings should, giving you a fully fleshed out world where everything fits, everything makes sense, and yet you have enough of a blank slate to go nuts.</p><p></p><p>Its take on so many D&D tropes is interesting, with its single, unified pantheon of Gods which lack any kind of alignment, it's ex-giant Dwarves and its fanged, reptile-created Elves (Elorii). Its a world where you never know who to trust, since the whole place is going to hell in an express elevator, and the powerful are grabbing what they can on the way down. It needs heroes like never before, giving the PCs a real chance to shine, since there's no Edmonster running around stealing your glory.</p><p></p><p>It's Romanesque setting is also a little change, but one that I find quite refreshing. And Sarish may just be the coolest god in any D&D setting I've ever played in. For Duty and Honour!</p></blockquote><p></p>
[QUOTE="Testament, post: 2106540, member: 21833"] Number 3:[I] Eberron[/I] Welcome to the world where, at long bleedin' last, they've realised what could happen with that sort of magic. It feels comfortable to me, like an old shoe, and I feel like I've played in it for years. No other setting has drawn me in like Eberron has. The world is varied and interesting, but unlike FRealms, it all feels like it fits. Plus, it has Sharn. Other than Sigil, I can't think of another city setting with as much potential as the City of Towers. Go bashing in the Cogs, or mix it up with my favourite part of the setting, the Dragonmarked Houses. WotC finally discovered how to do (potential) enemies who can't fight you, they just make life REALLY hard for you. Number 2: [I]Planescape[/I] Weird and wonderful Planescape. ANYTHING is possible in The Cage, anything can happen (and usually does). rk post brought this setting to life with his bizarre artwork, the supplements are about the only 2E stuff I'd kill to own, owing to how they drip with the unique flavour of this place. And Sigil...ahhh, what a place. Go buy your lunch from a Demon, have a drink with some elves from three dimensions to the left, but watch out for everyone. You never know what's happening in this place. And the Lady of Pain just rocks. Number 1: [I]Arcanis[/I] When I first played a game of Living Arcanis, I knew that this was a special setting. When I picked up the Player's Guide to Arcanis and Codex Arcanis, and read them, I put them down, breathless. To put it plainly, Arcanis drips with flavour, like all settings should, giving you a fully fleshed out world where everything fits, everything makes sense, and yet you have enough of a blank slate to go nuts. Its take on so many D&D tropes is interesting, with its single, unified pantheon of Gods which lack any kind of alignment, it's ex-giant Dwarves and its fanged, reptile-created Elves (Elorii). Its a world where you never know who to trust, since the whole place is going to hell in an express elevator, and the powerful are grabbing what they can on the way down. It needs heroes like never before, giving the PCs a real chance to shine, since there's no Edmonster running around stealing your glory. It's Romanesque setting is also a little change, but one that I find quite refreshing. And Sarish may just be the coolest god in any D&D setting I've ever played in. For Duty and Honour! [/QUOTE]
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