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Your ideal setting

To put the thread back on track: I think the ideal setting does not contain any statted out powerful NPC at all, leaving exact levels and stats up for the DM to decide. That way, players and characters do not expect/dread NPCs to save the day.
The space saved by this should be taken up by statted and scaled generic NPCs so the DM can easily drop some encounters in if needed.
 

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The stuff I loved most about Al-Qadim really wasn't setting-specific. It was more of a stylistic thing, where the adventures encouraged storytelling and NPC interaction instead of 'gruff stranger hits you up in a bar to go clear the caves of ker-chunk.'

In a setting, I like a certain amount of versimilitude. If the world has magic, as pretty much all D&D settings do, then the world should have been visibly affected by the presence of magic. Forgotten Realms touched on this with the presence of portals and gates, but it was Eberron that really opened the floodgates and envisioned a world where magic had societal repercussions every bit as world-changing as the invention of the stirrup or the germ theory of disease.

I prefer 'less is more' for races. I'm willing to allow all of the standard PC races, but once we get into the humanoids, I start finding ways to consolidate them. In my Freeport-in-Greyhawk game, the Valossan Serpentfolk are a pregenitor race from which the Lizardfolk, Yuan-Ti, Troglodytes, etc. all have degenerated. Hobgoblins, Bugbears and Goblins, like Elves and Gnomes, have fey origins. There may only be a few known dragons, each a legend in it's own right, and the notion that they are *species,* and that there could be multiple 'red dragons' is just crazytalk. (Limiting dragons to just five or so, each an Adventure Path worth of adventure in it's own right, and skipping the 'good dragons' entirely, fits my tastes better.)

'Less is more' also fits best for dieties. Huge pantheons become unwieldy, and no matter how much I love Roger Moore's demihuman dieties, I prefer a Dragonlance/Kalamar-like setup where different cultures have different names for the same gods. Ideally, smaller pantheons, like that of the Scarred Lands, suits my tastes, with the various dieties having pretty wide-ranging domains, so that each can support multiple concepts.
 

Out of published settings, I most enjoy Harn.

Barring that, I like worlds where the geography is believable, the politics and governments make sense, the societies arise from the the realities of the situations, where monsters are not dime-a-dozen, and if magic exists, then it affects the society in general.

I want a weird thing -- I want "realistic fantasy"... ;)
 


I don't get it. Why do the multitude of elements need to make sense? I've always been very put off by peoples' insistence that everything in a fantasy world needs to tie into everything else in a way they can see. Aren't there things in the real world that you go through life not understanding? Why does a fantasy world have to be any different?

[Someone tell me if I'm getting off-topic, please.]

It's on topic to me, since I'm one of the "my ideal setting ought to make sense" people. As a player, I see my character as a star of the story, and I want them to stand on a cool-looking stage and work with a well-written script. A setting that's just a bunch of fantasy tropes and cool ideas piled high with no organization? That's a ramshackle stage in a church basement, and the first draft of a script that needs an editor's hand. It smacks my suspension of disbelief right in the nose. Obviously that's not a universal hangup, but if I'm going to spend free time pretending to be an elf, I want a setting that lets me get all elfy and make sense of it.

And as a GM, making the setting is a huge part of my fun. I want it to make sense because making it make sense is very satisfying. The setting is in many ways my character. I don't make the players read a setting atlas or use made-up slang, but I've got them just in case. Because building a world that's as realistic as ours, but much cooler, is fun.
 

The more high-fantasy elements your campaign contains, the (exponentially) harder it becomes to make sense of them all in relation to one another. It's hard enough to come up with detailed, credible, deep personae just using the standard set of, say, humans, elves and dwarves.
This isn't as hard as it looks. Make anything that can talk into a person. Make whatever is left over into a plot device, enigma, cannon fodder, or geography.
 
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I have two non-negotiables for settings. All else is detail.

1. The Rule of Cool. If it makes us go "Woah. That is so cool."... it goes in. Worry about justifying it later, if ever.
2. The setting grows out of the story, not the other way around. If we need there to be giants in those mountains over there, then there are. If Joe wants to play a pirate elf with green hair, then there are pirate elves with green hair.

The setting is a tool for fun. When it becomes an obstacle to fun, it gets changed.
 

Regardless of ruleset used (3.5, 4e, Pathfinder, GURPS, Unisystem, WoD... anything) what does your ideal fantasy setting look like?

4e Dragonlance just after the metallic dragon eggs are stolen and well before the war of the lance. Would be a seriously kick a$$ reboot.
 

Into the Woods

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