Mar 16, 2021 1:41 pm
If we're talking "vanilla" medieval fantasy settings, I'd probably go with Greyhawk. Forgotten Realms are overused and a tad too high magic/cartoony for me and I'm just getting into Mystara through an ongoing game I'm not much excited about. Effectively, many of the settings tweak the gameplay experience quite a bit, so it's almost like picking a different game to play.
Planescape is clearly my favourite, if the profile picture wasn't an indication enough. It's different, gritty, surreal and allows for a lot of creativity, original ideas and unexpected twists. I tend to take the published books at face value and then tweak/customize much of the canon in order to maintain that sense of wonder. On top of that, it can accomodate an urban adventure in Sigil as much as it can host a planeswalking exploration campaign.
The post-apocalyptic Dark Sun is another favourite, it's so different and evocative, though I'd argue it loses a bit of its charm if you take it into less lethal, newer editions of D&d.
Birthright is also great for experiencing that "domain level" play, with elements of management and strategy. Haven't seen such a solid mechanic since probably PF1's Kingmaker or the recent Strongholds & Followers by Matt Coleville.
Midnight is also great and receiving a 5e update soon, basically a Tolkienesque "what if the bad guys had won" deal. Unique atmosphere, grim, gritty and abolishing several things D&d takes for granted like magic, shops, vendors etc.
Much as I liked the Dragonlance novels, can't say I'm crazy for the setting itself. Same for Ravenloft, it's great when you read it but when implemented it's a bit rough
Planescape is clearly my favourite, if the profile picture wasn't an indication enough. It's different, gritty, surreal and allows for a lot of creativity, original ideas and unexpected twists. I tend to take the published books at face value and then tweak/customize much of the canon in order to maintain that sense of wonder. On top of that, it can accomodate an urban adventure in Sigil as much as it can host a planeswalking exploration campaign.
The post-apocalyptic Dark Sun is another favourite, it's so different and evocative, though I'd argue it loses a bit of its charm if you take it into less lethal, newer editions of D&d.
Birthright is also great for experiencing that "domain level" play, with elements of management and strategy. Haven't seen such a solid mechanic since probably PF1's Kingmaker or the recent Strongholds & Followers by Matt Coleville.
Midnight is also great and receiving a 5e update soon, basically a Tolkienesque "what if the bad guys had won" deal. Unique atmosphere, grim, gritty and abolishing several things D&d takes for granted like magic, shops, vendors etc.
Much as I liked the Dragonlance novels, can't say I'm crazy for the setting itself. Same for Ravenloft, it's great when you read it but when implemented it's a bit rough