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Showing posts with the label Setting

Setting Review II: Greyhawk

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After Forgotten Realms, we move further back in time to take a look at the setting it knocked off its perch as the de facto setting at TSR - Gary Gygax's very own World of Greyhawk (I will, at times, be comparing the two settings for the very same reason). Quick intro to the setting (See also my  review of the map of greyhawk  - Incidentally, the most visited entry on my blog) The world of Greyhawk is a Sword & Sorcery setting built on a proper medieval chassis with just a light sprinkling of Tolkien influences.  It is built around a dichotomy of the lands of Men being relatively mundane, with the history and cultures of these having a suitably 'realistic' feel and the wilderness being home to the Weird - The place where adventurers go to experience the fantastical. Here, Greyhawk has a strong 'anything goes' approach where spaceships, timetravel, contact with other worlds, from the silly to the serious, are all within the tone of the setting.

Setting Review: The Forgotten Realms

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Following on  from my  Setting Map review series  and my more recent thoughts on  4e's Nentir Vale  and  Dragonlance as a coming-of-age sandbox , I've decided to start a review series of published settings overall. Mostly D&D, but we'll be delving into some 3rd party settings, Warhammer and a few others. These reviews will be personal and mostly aimed at giving the reader an impression of the flavor, style and gameability of the setting. I am starting with the setting that has probably the greatest exposure of all. The forgotten realms! Everyone knows it, or knows of it, at least. Quick intro to the setting ( See also my review of the map of the forgotten realms ) Let's start by showing the realms from its most flattering side. Quote Ed Greenwood, from the old 'gray box': "Most of the area under discussion here has until recently been covered by wild forests and unsettled grasslands. Civilization is still a novelty in much of this world

Dragonlance was a Unique Sandbox

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Dragonlance has a bad rep in some old school circles . For me, it has always been one of my favourite settings. It certainly has its flaws, but it had a brand of fantasy that mixed coming-of-age stories,  faerie tales,  romantic sagas and plain D&D in a way that spoke very viscerally to my sense of wonder and... well, fantasy. The novels helped create a sense of immersion and of an intertwined and living world with its own mysteries and concerns. Not the Chronicles/Legends (or their spinoff railroads) mind, though I read and enjoyed them (they now figure prominently on my 'not sure I want to ruin childhood/teen memories by re-reading in my 30s' list). That story was too big really to be about anything other than the heroes it featured. It was never really what Dragonlance as a world was about for me. It was all the other ones, the small tales, that grabbed me and pulled me deeper into the setting. And of course Tales of the Lance,  the boxed set: Some people hate th

4th edition's implied setting is Old School as f*ck

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4th edition really turned me off D&D, at least as far as keeping up with its current state goes. At the time, I was already souring on 3.5's existential crisis with wanting to be GURPS in a class and level based system with abstracted combat. GURPS I felt simply did that better and I was coming to realise older versions of the game did the D&D parts with class, levels and abstracted combat, better. When 4e then came out, I read all the reviews and play examples to get a feel for the game and see if I wanted to tag along. Nothing new under the sun from me there - I was instantly turned off by the extremely gamist nature of it - A roleplaying game so standardised by rules, it had abandoned all pretence of players playing out the scene and using rules as an aid - Players were playing out the rules with the scene as a background prop. Combats taking forever. 9 page character sheets. Characters defined primarily by boardgamey tactical roles. The hours spent on the mini-game o

Setting Pitch - Dreams of a Fading Earth

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Precis: Dying Earth + He-man & Thundarr + Science Fantasy + Mythago Wood with boundaries stripped + all your favourite myths and stories from any era. In the far far future Earth, indeed the universe, is slowly dying. Man lives under a bloated red sun in the inherited ruins of former ages and the decadent nihilistic fatalism of the end times have set in long ago. Time itself is like a torn rag and the planetary memories of decrepit Mother Earth have long bled into the world without rhyme or reason, as Mother Earth hazily dreams half-remembered myths and long forgotten truths from its youth into the world again. The Fading Earth is chimerical, as if seen through a shamanistic dreamlike lens where truths and fiction are mixed without order, and reality often follows a more narrative than physical order. Facsimiles of the Knights of the Round Table ride out of the mist in a crusade against the Old Ones stirring as the end of time approaches. Archetypical elves stalk the da