Your least favourite setting

Cyberzombie said:
A friend of mine is moving and was giving away stuff he didn't want. That book was one of the things. His copy was a 3rd printing. I honestly don't know how it made it to a 3rd printing! The magic system has some potential, and I'm currently working on ripping it out and refurbishing it, but the setting is horrid.
Hey, I here there's this good magic system called Elements of Magic or something like that put out by ENWorld press. Maybe you should check that out.


:p
 

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hmm

I dont like bashing other peoples work but as for me I didnt like Spelljammer, It was too anti D&D for me, Dark Sun although many people loved it Im just not into the psionics thing. As for dragonlance I loved the books but as a gmae world it was very very hard to DM in without somebody trying to tie something in from the books. It felt like you had very strict lines that you couldnt stray from.
Ravenloft, great idea but sometimes as a PC you just felt hopeless and that you had no chance of surviving, you escaped the land of the vampire lord and crossed into the land of the lich....oh great,
Hollow world, never got into it
Maztica, not bad
Forgotten realms, couldnt afford it all but it was well developed and built upon.
Birthright, my all time ever fav world.
I dont care for the mixing of steam, mecha and fantasy, just not my style.
 

Plansecape, Spelljammer, Eberron and, to a lesser extent Forgotten Realms are on my SUCKS list.

Put another way,

I hate munchkin settings.
Just can't stand em.
Give me a shovel, man I'll plant em.
Six feet under is where they belong.
I hate *power gaming* is the name of this song.


My favorites are DragonLance (WotL era) and Birthright. Both decidedly epic in their metaplots. Both far more medieval in their feel without Ye Olde Magic Shoppe on every street corner and the Grandus Magius who Ever Walked in every village and tavern.

For those who dislike DragonLance railroading and novel tie-ins: I agree. That's why I ignore them and make them my own.

I wouldn't like it if *you* decided to DM my world; why is it any different if you let an author do it? It isn't and i don't. I do my own thing.
 
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Hmmm... least favorite, well, probably still have to say it's Spelljammer. However, it was quite a fringe setting and now dead enough that it doesn't really even have a lingering odor anymore.

Now, there is one setting that I still refer to as the Anti-A'koss campaign - and that's Eberron. Heh, it's everything I've tried hard to strip out of my own homebrew worlds. Whoever said it's like FR on crack was close, but I consider it more like FR on an acid trip dreaming of Blade Runner and the Temple of Doom...

The Forgotten Realms used to annoy me more, but it amounts to little more than background noise to me now. I acknowledge it's existance and... that's about it. Oh, I do think some of their adventures are worth getting - to adapt to other settings. Yup... that's about it.

I like GH, DS, PS, older DL, bits of Mys... did I forget any?

Cheers!
 

My least favorite Settings:
- SpellJammer - My, my, my, do I utterly loathe this setting. Not because of it's ideas (it was, admittedly, a wacky, goofy setting with some interesting ideas), but because of the way the AD&D cosmology was set up, SpellJammer ended up 'infecting' other gaming worlds in which it had no right in. Jammer ships don't belong in Greyhawk, FR, or other worlds, they belong in Spelljammer. Get them out of my other settings.
I remember first reading through my old 2e Monstrous Manual and reading about 'crashed Illithid Jammer ships' and thinking 'What the hell is this? Spaceships in D&D?' That was my first exposure to SJ. If it had existed outside of the giant mess that was the AD&D cosmology, I wouldn't really care as I could easily ignore it, but no.
- Dragonlance - It bores me as a world, plus it had the dumbest races ever; Gully Dwarves, Tinker Gnomes, and Kender. God, I hate those races.

Other settings that I have problems with (I just feel like ranting):
- Iron Kingdoms - I've often espoused how downright cool this setting is, but there's one part of it that I have said nothing about; the rules connected to the setting. Privateer Press has great ideas, but I cannot stand the way they handle the rules portion of the game. The rules just feel... clunky and poorly implemented.
- Planescape - This really has nothing to do with PS, but rather the AD&D cosmology of the Great Wheel. The Great Wheel is fine as it exists, unfortunately, settings that really didn't fit into the Great Wheel were hamfistedly shoved in (Dark Sun? Dragonlance?) when they really should have been separate. Also, in general, the fans irritate me. ;)
- Midnight/Diamond Throne - I'm just really very tired of hearing about both of them. I'm also sure that some of those people out there who are less than enthused about Eberron (I use the phrase very lightly) are also very tired of hearing about the new kid on the block.
 
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Personally, I don't like Dragonlance. It's the only setting I can really bring myself to dislike, mostly because of the railroading and some bad experiences with gamers who tried to bring in the obnoxious kender, gully dwarves and tinker gnomes into "normal" D&D. And say what you like about 3e halflings, but they're not kender.

Demiurge out.
 

Psychic Warrior said:
I have had that experience with FR as well. It soured me on the world for a long time but I have also had GMs who essentially 'de-npced' the Realms and y'know, they aren't half bad. Still far from my favourite but at least you have tons of places well detaild that you can explore.

True enough. I may not like the Forgotten Realms very much but I will be the first to admit that I got a ton of use out of Waterdeep: City of Splendors box set. I also greatly enjoyed running the 3 modules that came out with The Horde box set.
 

Pants said:
- Iron Kingdoms - I've often espoused how downright cool this setting is, but there's one part of it that I have said nothing about; the rules connected to the setting. Privateer Press has great ideas, but I cannot stand the way they handle the rules portion of the game. The rules just feel... clunky and poorly implemented.

This is interesting as I have felt the same way. Some of their classes are underpowered and mechanika is a bit wonky. The one thing that bothers me a little is that by PP killing so many sacred cows in their setting limits the amount of ideas a DM could have.
 

Eberron: I really wanted to like Eberron. Before Eberron was released, when a good number of people on these boards were complaining about Eberron's approach to magic, its integration with psionic material, its steamtech elements, and its pulpy feel I was happy about all those things. I honestly believed that a campaign setting that fully integrated all of those elements would serve as a nice diversion away from my homebrew games, and I still believe that a setting that delivers on that promise would hold my interest. Eberron is not that setting. Eberron failed to captivate me because it did not go far enough with any of those elements besides its take on magic use. Eberron came out smelling way too much like Greyhawk and the Forgotten Realms for all the differences it claimed to have. Additionally, as it turns out the D&D magic system taken to its logical conclusion didn't enthrall me as much I thought it would. Of course, I could argue that the logical conclusions in Eberron are flawed, but that is a matter for another thread.

Of course, Eberron is not without its redeeming qualities. There are some nuggets of immensely worthwhile setting material within the ECS. Oddly enough, the portions of the ECS that I find compelling are the sorts of things that I would expect to find in a standard setting. Eberron's cosmology is excellent. Its treatment of elves, rakshashas, orcs and goblinoids are also of outstanding quality. Still, Eberron's faulty implementation of its selling points have placed Eberron in the corner of settings that I pilfer from, rather than play in.
 
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Pants said:
*snip*Other settings that I have problems with (I just feel like ranting):
- Iron Kingdoms - I've often espoused how downright cool this setting is, but there's one part of it that I have said nothing about; the rules connected to the setting. Privateer Press has great ideas, but I cannot stand the way they handle the rules portion of the game. The rules just feel... clunky and poorly implemented.*snip*

Too true. IK just feels like a setting that uses D&D 3.5 for business reasons. There's nothing wrong with that, and I'm a big fan of PP, but it does make for some jarring disconnects. I'm currently looking at other systems to use to run IK. Hero and Gurps 4e are in the lead right now, but I've heard about tweaking Black Company, using Tri-Stat, and someone suggested Exalted, but that's simply not going to happen.
 

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