D&D 5E Which non-Realmsian setting for you?

Which Non-Realmsian Setting Would You Like Next?

  • Birthright

    Votes: 126 13.5%
  • Blackmoor

    Votes: 51 5.5%
  • Council of Wyrms

    Votes: 34 3.6%
  • Dark Sun

    Votes: 189 20.2%
  • Dragon Fist

    Votes: 10 1.1%
  • Dragonlance

    Votes: 143 15.3%
  • Eberron

    Votes: 226 24.2%
  • Ghostwalk

    Votes: 18 1.9%
  • Greyhawk

    Votes: 298 31.9%
  • Jakandor

    Votes: 9 1.0%
  • Kingdoms of Kalamar

    Votes: 27 2.9%
  • Lankhmar

    Votes: 47 5.0%
  • Mahasarpa

    Votes: 7 0.7%
  • Mystara

    Votes: 132 14.1%
  • Nentir Vale

    Votes: 61 6.5%
  • Pelinore

    Votes: 9 1.0%
  • Planescape

    Votes: 227 24.3%
  • Ravenloft

    Votes: 171 18.3%
  • Rokugan

    Votes: 29 3.1%
  • Spelljammer

    Votes: 134 14.3%
  • Thunder Rift

    Votes: 15 1.6%
  • Warcraft

    Votes: 29 3.1%
  • Wilderlands of High Fantasy

    Votes: 47 5.0%
  • The Hysterical "What?!!?one! I can't believe you forgot XXXXXX!" option

    Votes: 37 4.0%

How about no world at all?
Just make things utterly neutral and allow the DM to decide how it fits in his own games.

Beyond that, Kingdoms of Kalamar.
I love that setting.
 

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I voted Eberron and Planescape. Trust me, you don't grok Planescape until you've played through Planescape: Torment. There's only ONE fight in the entire game that is completely unavoidable.
Ahh, the ol' Infinity Engine. Okay, Baldur's Gate made me like FR, so maybe Planescape:Torment can undo my prejudices from a certain Planescape fan here.
 

I voted for Eberron and Greyhawk. I think Greyhawk is probably best left retired, but I still think it's leaps above the Realms (the success of which still boggles my mind).

Really, I'll be pretty disappointed if the next setting isn't Eberron. It was pretty much the high-water mark for 3E and has a large fan base -- larger than Dark Sun and still very inclusive of psionics.

After that, I wouldn't say "no" to Ravenloft, Dark Sun, or Dragonlance. I'd be fine with a new setting, too.

What I'd like to see is two adventure paths every year. One would be generic (preferable) or loosely coupled to the Realms (I don't care for it, but there's demand). The other would be tied to a specific campaign setting and be released in conjunction with that setting book (give or take a month). One rules supplement would be released, each year. Don't force it, but try to include some tie to the setting. Psionics goes well with Eberron or Dark Sun. Dragon and/or magic might go with Dragonlance, Council of Wyrms, or Planescape. An Unearthed Arcana/PHB2, with lots of new sub-classes and feats might go well with Dark Sun or Ravenloft. A Monster Manual 2 could go with just about any setting, but best with Planescape. Again, don't force it, just a minor tie-in. I'm really thinking of the same sort of books as 1E AD&D or 2E Options.

Even better, but it doesn't sound like its in the cards, would be to only release one AP per year, tied to the setting. Resurrect Dungeon for the other AP and for general adventures. Only release a rules book if there's obviously enough material to fill in (Psionics is the only thing that comes to mind, but MM2 is certainly possible). Put campaign-centric rules (artificer, warforged) in the campaign setting book and use Dragon for general stuff (genasi, changeling, feats).

Really, I'd like to see the hard-covers reserved for stuff that's done in-house, or with heavy in-house oversight. Use Dragon/Dungeon for the farming out.
 


I don't care what order they come out in as long as we eventually see NEW MATERIAL from at least these:

Dragonlance (the NEW MATERIAL rule is relaxed for this one; I would love a retcon just after Summer Flame)
Mystara
Planescape
Ravenloft
Spelljammer
World of Greyhawk

Dark Sun and Eberron get a pass because they got a D&D4 treatment. I have no specific objections to them, and I have to admit that I think Dark Sun will hit sooner than later because of the psionics tie in.

I'm sad about the loss of the Nentir Vale but in an edition with full setting support its design goals are out of place.

I voted for Greyhawk, because it would really bolster community faith in WotC's plans for the edition. Right now we have them saying, "Forgotten Realms isn't the core setting, no really," while transplanting some of the most iconic elements from other settings into the Forgotten Realms. I'm not giving up on them yet but even I have to admit that it doesn't exactly foster confidence.
 

I voted Eberron and Planescape. Trust me, you don't grok Planescape until you've played through Planescape: Torment. There's only ONE fight in the entire game that is completely unavoidable.

FWIW, telling me I need to play a video game to grok a campaign setting is...not a recommendation.
 

I would have voted for Al-Qadim, what I consider the richest setting to come out of 2e, in terms of flavour.

It's tied to FR, though...so I am really unlikely to see it, methinks. :/

Greyhawk, then. 585 or around the time of the Lisa Stevens/Roger Moore reboot.

-E
 

I was tempted to select Eberron--I've had a ton of fun playing in that setting--but I settled on Greyhawk.

It's classic D&D to me and I'd love to see it anew in 5E.
 

FWIW, telling me I need to play a video game to grok a campaign setting is...not a recommendation.

*need* isn't really what I'd say.

One of the things about PS was that it suffered from "2e D&D Adventure Syndrome." So there's not like, a remarkably awesome module I can recommend. They're all flawed and they're mostly pretty railroady. Often with really great initial ideas that just kind of turn into "play my story, PC's!" sooner or later. I might say Tales from the Infinite Staircase works better than some just because it's more a la carte.

I'd approach PS perhaps as a sandbox. The party begins in Sigil. As low-level characters (1-4) they experience the city, fight wererats, deal with factions, maybe go to some of the upper planes. As veterans (5-10), they start exploring some of the more hazardous environments for a time, and deal with immortal beings like demons and archons. As heroes (11-15) they start plumbing the depths of dangerous planes and travel around outside of the City of Doors. As epic-level characters (16+), they're dealing with the most powerful movers and shakers in the multiverse and are a force of personality to be reckoned with.

PS:T does a good job of exploring some of the themes of PS -- better than most of the modules. So it's a good example of the kind of big-idea adventuring you could do in the setting. And it well highlights the "it's important what you believe and what you do, not how big a sword you can swing" aspect of the setting really well. It's a good example.

But I honestly get more inspiration from Faces of Sigil, The Factol's Manifesto, and The Planewalker's Handbook than I do PS:T.
 

FWIW, telling me I need to play a video game to grok a campaign setting is...not a recommendation.

Its not a need. Its more that if you didn't like the setting as it was presented without playing it, then PS:T does a very good job of putting that setting into play. I honestly feel is the best way to highlight the best parts of Planescape without running a game of my own for them. Plus, you can get it for like $5 on gog.com and its a fantastic CRPG regardless.
 

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