TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: loseth on February 22, 2013, 04:52:43 AM

Title: The top 3 things about your top 3 D&D settings
Post by: loseth on February 22, 2013, 04:52:43 AM
After the resounding success of this thread in RPG.net's d20 forum, I thought I'd try it here.

What are the three things you like most about your three favourite settings?

Here are mine:

Eberron

1. How D&D tropes (especially magic) are logically integrated into the world (at least to a much greater extent than your typical D&D setting).
2. The foregrounding of the tension between major nations. 'There's a war coming Ned. I don't know when, I don't know who we'll be fighting, but it's coming.'
3. You get to play Indiana Jones in D&D land.

The Known World

1. That odd mix of faux-medievalism and S&S that so defines my nostalgic image of 'what D&D is.'
2. In the main area, Karameikos, the setting is a wilderness full of nasty beasts, raiders, mysterious ruins and ancient evils—all just waiting to be conquered by the forces of civilisation.
3. [?]

Dark Sun
(Don't remeber how much of this was Dark Sun as actually written and how much was our extensive house-ruling)

1. The post-apocalyptic resource-poor feel.
2. City states with personality are the main political players.
3. Nasty, colourful competing merchant organisations create a lot of  adventure & intrigue possibilities, and provide plenty of well-paid caravan-guard work.
Title: The top 3 things about your top 3 D&D settings
Post by: danbuter on February 22, 2013, 09:42:44 AM
Forgotten Realms
1. The Zhentarim. Evil, magic-using merchants was a new concept for me back then. I've always loved these guys as villains (and all the ridiculousness of 2e and 3e never happened!).
2. Waterdeep. I have every book published for this city, and it's still my go-to city for gaming.
3. Rashemen and Thay. I love this area! Both groups are distinct, and they hate each other!


Ravenloft

1. I loved the default older areas, with pistols and greatcoats being standard fare.
2. The Vistani were just plain cool.
3. The various Van Richten books about werewolves, vampires, etc., just made these monsters so much better.

Birthright
1. Anuire. A high medieval setting done well. Fact is, if the whole setting was like this and Khinasi, it would have been perfect. The other regions were a bit too anachronistic.
2. The kingdom modules were great. Roesone and Medoere together was fantastic, since they bordered each other.
3. Bloodlines were a good idea. Not perfectly implemented, but a fun thing to mess around with.
Title: The top 3 things about your top 3 D&D settings
Post by: Sacrosanct on February 22, 2013, 09:57:49 AM
Grayhawk:  Able to plunk down pretty much any adventure anywhere.  Didn't have to worry about reading and memorizing hundreds of pages of history, lore, politics, etc in order to have an epic campaign as I created all that myself.

Forgotten Realms: Inspiring.  Easy to play in.  New mythos for clerics and druids

There isn't a 3rd, I'm afraid.
Title: The top 3 things about your top 3 D&D settings
Post by: loseth on February 22, 2013, 09:59:31 AM
Quote from: danbuter;6309012. Waterdeep. I have every book published for this city, and it's still my go-to city for gaming.

Although I've gamed in the Realms,  I never got to game in Waterdeep. Can you tell me a bit more about what makes it a cool place to adventure in?
Title: The top 3 things about your top 3 D&D settings
Post by: danbuter on February 22, 2013, 10:57:00 AM
Quote from: loseth;630908Although I've gamed in the Realms,  I never got to game in Waterdeep. Can you tell me a bit more about what makes it a cool place to adventure in?

I like the details. Cool stuff like the Blackstaff, the cemetary, Undermountain, etc. I even like the boat city in the harbor from 4e. It just seems to fit together very well for a city I'd play in.
Title: The top 3 things about your top 3 D&D settings
Post by: Piestrio on February 22, 2013, 12:56:56 PM
Drangonlance -

1. Post-apoc ruined world feel, no gods.
2. Lots of PC and NPC Organizations.
3. Draconians.

Bear in mind I also hate everything about Dragonlance.

We have a complicated relationship :D

Thunder Rift
1. Small scale, ready to use.
2. Classic or "family friendly" feel.
3. Not detailed by a 10,000 book conga line of "support"
Title: The top 3 things about your top 3 D&D settings
Post by: Bill on February 22, 2013, 01:17:41 PM
Dark Sun

1)Everything in the world, living or otherwise, wants to kill you.

2)Interesting races and twists of standard races.

3)Defilers and Preservers.


Ravenloft

1)No detect evil.

2)Interesting realms.

3)Any setting that has imprisoned Lord Soth, AND Vecna, simply rules.


Birthright

1) Vos barbarians are coming for you. Run.

2) Interesting 'deities'

3) Focus on holdings.
Title: The top 3 things about your top 3 D&D settings
Post by: Libertad on February 22, 2013, 06:16:22 PM
Forgotten Realms

1. Love its inclusiveness for all sorts of characters, countries, and tropes.

2. I like it's high fantasy feel, where magic is a pervasive, if feared, part of the world.  I find the multiple unique magic types (Elven High Magic, Runecasting, Spellfire, etc) flavorful fodder for many character types.

3. I also enjoy the iconic locales, such as Waterdeep, the Silver Marches, and the Dalelands.  Waterdeep for its cosmopolitan city feel, the Silver Marches for its "Northern frontier" theme, and the Dalelands for its environs and power players (Zhentil Keep and Cormanthor are close by, and the relationships between the Dales is neat too).

Eberron

1. Its pulp action feel meshes well with the archetypal "traveling dungeon crawlers" parties.

2. I like it's low-power, gods are vague set-up.  Only the PCs stand a chance against the BBEGs and their machinations, and the lack of evidence for the existence of deities makes religions and Clerics more "faith-based" and open to corruption.

3. Sharn.  Just Sharn.

Greyhawk

1. Classic dungeons, classic characters, classic feel.

2. Some of the best adventures I played in (Living Greyhawk, Dungeon Magazine's Adventure Paths) were set in this world.

3. Iuz is a cool villain.
Title: The top 3 things about your top 3 D&D settings
Post by: Silverlion on February 22, 2013, 06:26:52 PM
Birthright
1) It does the Middle Ages fantasy thing near perfectly. It has loads of setting that are spot on to doing what everyone SAYS D&D was supposed to do

2) Monsters. The fact that there is A Gorgon, A Banshee. Not only were they MONSTERS, but they were THE monster and could be the focus of a whole campaign.

3) The blood abilities. You gave the characters superpowers, and did it in such a way that A) They Work for fantasy. and B) They feel gritty and dangerous.


Dark Sun
1) Sword and Sorcery for AD&D.

2) You gave us a setting that used psionics, and made them work without being "weird" (as in NOT new agey/crystal blah blah.)

3) There aren't familiar animals, you made the world alien, and that makes it WORK.


Planescape
1) Urban Fantasy, Urban HIGH Fantasy, and you gave it flavor, grit, and crammed it into a wild ride.

2) A use for planar critters and spells, that ties into 1.

3) Flavorful art, and writing.


Honorable Mention: Thunder Rift. Small setting area, with a LOT of fun packed into the area, and lots of room for more.
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 23, 2013, 07:19:33 PM
I've only got one...

PLANESCAPE

1) The Aesthetics - DiTerlizzi's art perfectly evoked its unique style and mood. A unique blend of steampunk with mythological overtones.

2) The Setting - Open-ended interdimensional playground grounded in Sigil, a wonderfully evocative city ruled over by the mysterious god-entity The Lady of Pain. Its the only setting where D&D's Alignment system was given any kind of in-game rational, and the Factions took a cue from White Wolf to provide identifiable cliques for characters to help define how they interact with and view the setting as a whole.

3) The System
-AD&D 2nd edition, pre- "Player's Option" wankery. the last time D&D was D&D.


Havent really been thrilled by any other D&D setting. Kudos to Forgotten Realms for incorporating the characters from the D&D cartoon, but on the whole its a little generic "D&d fantasy world" for me. Never played Dark Sun, but the art looked neat. Ravenloft was a horror setting for a system that really isn't the greatest for horror games. Dragonlance was everything that was wrong with post-gygax D&D solidified in one "setting" dictated more by the second rate fantasy novels than any considerations towards roleplaying.
Title: The top 3 things about your top 3 D&D settings
Post by: Vegetable Protein on February 24, 2013, 08:45:47 AM
EBERRON:

In no particular order...

- You could run James Bond style adventures in the setting just as easily as Indiana Jones thanks to all the various interlocking secret organizations and groundbreaking gizmos.

- Artificiers as a concept are important to me. They haven't really been done to my satisfaction yet, but it was halfway there.

- The encouragement to play monstrous races that was implicit in the setting. Had a party with twin kobolds and a plant monster in it, and that was a blast.
Title: The top 3 things about your top 3 D&D settings
Post by: silva on February 24, 2013, 11:28:24 AM
Quote from: TristramEvans;631370I've only got one...

PLANESCAPE

1) The Aesthetics - DiTerlizzi's art perfectly evoked its unique style and mood. A unique blend of steampunk with mythological overtones.

2)The Setting - Open-ended interdimensional playground grounded in Sigil, a wonderfully evocative city ruled over by the mysterious god-entity The Lady of Pain. Its the only setting where D&D's Alignment system was given any kind of in-game rational, and the Factions took a cue from White Wolf to provide identifiable cliques for characters to help define how they interact with and view the setting as a whole.

3)
The System - AD&D 2nd edition, pre- "Player's Option" wankery. the last time D&D was D&D.

While Im a fan of Planescape myself, I think D&D is a disservice to the setting.
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 24, 2013, 11:56:19 AM
Quote from: silva;631459While Im a fan of Planescape myself, I think D&D is a disservice to the setting.

Yeah, I've been running it with other systems for a while, most recently the Tribe 8 system by DP9. That said, its the game that got me playing AD&D 2nd again for the first time in years back in the late 90s. Maybe not the best system for it, but I do have fond memories of that system, especially when compared to WoTC's offerings in that regard thus far.
Title: The top 3 things about your top 3 D&D settings
Post by: The Butcher on February 24, 2013, 03:48:29 PM
Quote from: Silverlion;631141Birthright
1) It does the Middle Ages fantasy thing near perfectly. It has loads of setting that are spot on to doing what everyone SAYS D&D was supposed to do

2) Monsters. The fact that there is A Gorgon, A Banshee. Not only were they MONSTERS, but they were THE monster and could be the focus of a whole campaign.

3) The blood abilities. You gave the characters superpowers, and did it in such a way that A) They Work for fantasy. and B) They feel gritty and dangerous.


Dark Sun
1) Sword and Sorcery for AD&D.

2) You gave us a setting that used psionics, and made them work without being "weird" (as in NOT new agey/crystal blah blah.)

3) There aren't familiar animals, you made the world alien, and that makes it WORK.

Couldn't have said it better myself, but my #3 would be Mystara a.k.a. The Known World:
Title: The top 3 things about your top 3 D&D settings
Post by: Melan on February 24, 2013, 05:17:28 PM
The Wilderlands:

Dark Sun:

Lankhmar:
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 24, 2013, 05:27:42 PM
Quote from: Melan;631497Lankhmar:
  • a sinful city done right, with a strong hint of strangeness
  • rats and various rat-like things/people/gods
  • the best way to make sense of 1st edition AD&D

Forgot about Lankhmar. Wouldn't give D&D credit for that one though, anymore than I'd give GURPs credit for Discworld.
Title: The top 3 things about your top 3 D&D settings
Post by: silva on February 24, 2013, 07:39:47 PM
Quote from: TristramEvans;631460Yeah, I've been running it with other systems for a while, most recently the Tribe 8 system by DP9. That said, its the game that got me playing AD&D 2nd again for the first time in years back in the late 90s. Maybe not the best system for it, but I do have fond memories of that system, especially when compared to WoTC's offerings in that regard thus far.
I think Planescape deserved a more open and freeform system. One that allows (and even provoke) the players to explore the infinite, weird and surreal possibilities the setting presents. Planescape is to fantasy what transhumanism is to sci-fi, and its system should reflect that. Just like Eclipse Phase and Transhuman Space allows you to be an intelligent octopus or a bodyless AI, Planescape should allow you to be a cranium rats gestalt, a forgotten god, or an amnesiac boatmen from the Styx looking for answers in the Hive in Sigil.
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 24, 2013, 07:49:08 PM
Quote from: silva;631519I think Planescape deserved a more open and freeform system. One that allows (and even provoke) the players to explore the infinite, weird and surreal possibilities the setting presents. Planescape is to fantasy what transhumanism is to sci-fi, and its system should reflect that. Just like Eclipse Phase and Transhuman Space allows you to be an intelligent octopus or a bodyless AI, Planescape should allow you to be a cranium rats gestalt, a forgotten god, or an amnesiac boatmen from the Styx looking for answers in the Hive in Sigil.


If Everway had an actual system it would have been a damn good fit.
Title: The top 3 things about your top 3 D&D settings
Post by: The Butcher on February 24, 2013, 08:13:16 PM
Quote from: silva;631519I think Planescape deserved a more open and freeform system. One that allows (and even provoke) the players to explore the infinite, weird and surreal possibilities the setting presents. Planescape is to fantasy what transhumanism is to sci-fi, and its system should reflect that. Just like Eclipse Phase and Transhuman Space allows you to be an intelligent octopus or a bodyless AI, Planescape should allow you to be a cranium rats gestalt, a forgotten god, or an amnesiac boatmen from the Styx looking for answers in the Hive in Sigil.

If you're into FATE (I ain't), I nominate Legends of Anglerre.
Title: The top 3 things about your top 3 D&D settings
Post by: Melan on February 25, 2013, 03:31:29 AM
Quote from: TristramEvans;631498Forgot about Lankhmar. Wouldn't give D&D credit for that one though, anymore than I'd give GURPs credit for Discworld.
Definitely, although the TSR treatment (the first version; the second is a slightly inferior reprint and the third is allegedly a travesty) is a very usable game book. Not as good as City State of the Invincible Overlord, but what is?
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on February 26, 2013, 02:58:03 AM
It seems silly to me to think that Planescape needs to be run with some kind of (usually pretentious) system to be "right", when the very core of the setting is inextricably tied to the cosmology that D&D created for itself, that only makes sense in the context of D&D.

RPGPundit
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on February 26, 2013, 03:02:05 AM
Of course, I also think that Planescape was the most lame-ass treatment the planes ever got in D&D. They took the ultimate high-level adventuring locale and turned it into a place of utterly banal mundane stupidity.  And in that sense, it almost makes sense: if you divorce all the stuff that shouldn't have been there in the first place from the rest (you know, all the stuff that was really D&D, which was all the stuff that didn't suck about planescape), you could run said banal drivel as a pretentious setting with some rules-lite game system.

RPGpundit
Title: The top 3 things about your top 3 D&D settings
Post by: silva on February 26, 2013, 06:30:33 AM
Quote from: RPGPundit;631875It seems silly to me to think that Planescape needs to be run with some kind of (usually pretentious) system to be "right", when the very core of the setting is inextricably tied to the cosmology that D&D created for itself, that only makes sense in the context of D&D.

RPGPundit
The only thing that ties Planescape to D&D as a system is the alignments. And these could be replicated (or simply cut-and-pasted) easily to any other system.
Title: The top 3 things about your top 3 D&D settings
Post by: Blackhand on February 26, 2013, 10:06:30 AM
Quote from: RPGPundit;631876Of course, I also think that Planescape was the most lame-ass treatment the planes ever got in D&D. They took the ultimate high-level adventuring locale and turned it into a place of utterly banal mundane stupidity.  And in that sense, it almost makes sense: if you divorce all the stuff that shouldn't have been there in the first place from the rest (you know, all the stuff that was really D&D, which was all the stuff that didn't suck about planescape), you could run said banal drivel as a pretentious setting with some rules-lite game system.

RPGpundit

I'm actually fond of the 3e Manual of the Planes.

That said, the Planescape setting has it's own flavor.

I think that folks tend to lump settings from different editions together, and then homogenize them across the board.  You can see this trend in your Forgotten Realms thread - instead of taking each edition as a new product, folks who have experience with the older material have a problem reading the new material as something different.

It's expressed in how people approach systems too, i.e. cherry picking rules and changing things around to how they like it.  AD&D is never run RAW, it's paired with as many other editions as the individual is familiar with to create something new.  Nothing wrong with that, but I think it can limit your vision with regards to changing games and settings.
Title: The top 3 things about your top 3 D&D settings
Post by: Kuroth on February 26, 2013, 10:31:48 AM
Quote from: Blackhand;631950I think that folks tend to lump settings from different editions together, and then homogenize them across the board.
Things do tend to get lumped together.  It’s a pity.  The planes books from each edition certainly are a place to find interesting differences.  I do agree with Pundit on how they all make the planes too mundane. I don’t think that is a Planescape specific issue, since there is always more mundane than there should be in any of the treatments.  It is the sort of issue that a DM can overcome with out too much trouble, though.  Now that I'm talking about Planescape, I will say that I really like the Monster Compendium that was made for that setting.  It is my main AD&D 2 specific monster book, though I don't use it for Planescape.

I actually stopped by your blog Blackhand, and the notes on the Mordor focused Middle-earth campaign were interesting.


The original question?  Honestly, I will like a setting for a while and enjoy using it, but I always get sick of them at some point.  Familiarity breeds contempt and all that.  So, I'm often considering something different for the next campaign.
Title: The top 3 things about your top 3 D&D settings
Post by: Blackhand on February 26, 2013, 12:01:53 PM
Quote from: Kuroth;631959Now that I'm talking about Planescape, I will say that I really like the Monster Compendium that was made for that setting.  It is my main AD&D 2 specific monster book, though I don't use it for Planescape.

I actually stopped by your blog Blackhand, and the notes on the Mordor focused Middle-earth campaign were interesting.


That MC Appendix might be the best one, at least one of the most useful, outside the Planescape setting. The first one anyways, I haven't tracked down much Planescape stuff yet.  I think I'm going to do that...now.

Thanks for checking out the blog!  The Mordor campaign was filled with PVP and player treachery, and was one of the more memorable campaigns we've played in the last few years.  Certainly a refreshing take on the setting.

Looks like we all need refreshing takes on old settings to make them interesting to us as individuals.

To the OP again, my main issue with Forgotten Realms is it seems all crushed up together, even more than Greyhawk.  Too many cultures, too many climate zone specific cultures.
Title: The top 3 things about your top 3 D&D settings
Post by: Erstwhile on February 26, 2013, 12:16:38 PM
Quote from: silva;631519I think Planescape deserved a more open and freeform system. One that allows (and even provoke) the players to explore the infinite, weird and surreal possibilities the setting presents. Planescape is to fantasy what transhumanism is to sci-fi, and its system should reflect that. Just like Eclipse Phase and Transhuman Space allows you to be an intelligent octopus or a bodyless AI, Planescape should allow you to be a cranium rats gestalt, a forgotten god, or an amnesiac boatmen from the Styx looking for answers in the Hive in Sigil.

I thought M&M 2nd would have worked okay for Planescape though I don't remember if you could "deadly up" the M&M combat system.  Would allow for the broad range of character types and power levels that you would see in the Planes.
Title: The top 3 things about your top 3 D&D settings
Post by: The Ent on February 26, 2013, 12:37:06 PM
Forgotten Realms
1) the setting, wich is big and varied, and supports wildly different campaigns, and has a really strong feel as well. A labour of love, wich shows. You can do both high/heroic fantasy and S&S with it, easy. The Western Heartlands, The Vast, the Cold Lands...great places.
2) the gods & their priesthoods, wich rock. The bad gods' priests make villains as varied as the setting, from "manipulative Banite darklord" to "insane Beshaba worshipping poisoner/serial killer" to "Wendol from 13th Warrior, I mean Malarites".
3) the history of the place. As long and as varied (well okay, 95% or so of all kingdoms through FR fell...forgotten Realms) as that of Erikson's Malazan imo.

Dark Sun (1e)
1) it's bloody grim. Battle for survival, pretty much non stop. Bad desperate people and horrible monsters everywhere. Impossible to make this dull.
2) S&S chats up S&P and has a kid with her basically. It's like a S&S take on S&P with all the cool weird monsters and alien stuff of the latter and the evil sorcerers and so on of the former, blended very well. Oh and the best baddie ever. The Dragon is just plain awesome.
3) badass PCs that yet don't feel like Sues. They have to be this tough.

Planescape
1) the art. Nothing wrong with the art of the others, either, but PS is just unbeatable here. DiTerlizzi ftw, seriously these are gorgeous works.
2) the monsters. No explanation needed (I entered rpging in the 2e era)
3) the Great Wheel & the Planes. They're just plain cool.
Title: The top 3 things about your top 3 D&D settings
Post by: silva on February 26, 2013, 11:06:02 PM
Quote from: Erstwhile;632006I thought M&M 2nd would have worked okay for Planescape though I don't remember if you could "deadly up" the M&M combat system.  Would allow for the broad range of character types and power levels that you would see in the Planes.
Dont really know M&M, but always heard its very flexible. I will take a look.

Quote from: The ButcherIf you're into FATE (I ain't), I nominate Legends of Anglerre.
A fast search in google showed a very interesting review. Im also not into Fate, but who knows.. maybe this could change my mind.

Quote from: TristramEvansIf Everway had an actual system it would have been a damn good fit[for Planescape].
Oh I hear you. Always had a big appreciation for Everway, but in the end it always felt too lightish and arbitrary for my tastes. Its one of those games you appreciate more over there, static on your shelf, than in actual play.

You know what I think they could do for Planescape ? A new special/deluxe edition of it (boxed, of course) using a very customized set of D&D rules, more or less what Gamma World 4E did, but much more well made and even more on the freak/gonzo side, all the while keeping the trope elements (alignments, classes, levels, monsters, etc) there.

I dont even like D&D, but I would crave to play something like that. They could even release the original box as is, with just a couple extra booklets containing the new rules.

Classes could be the types commonly seen through the books and fiction: Cager, Prime Blood, Knight of the Post, Collector, Witch doctor, Chant Broker, Champion, Dimensional Explorer, Planar Trader, Planar Hunter, Spiv, etc. The races could include a multitude of options, from the mundane to the completely bizarre: Cranium Rats gestalt, Abishai, Asura, Forgotten God, Ghost, Talking Monkey, Awekened spells, Rogue Modron, Stable Slaad, etc. Add to it the planar factions and voilá!
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on February 27, 2013, 05:06:43 PM
Quote from: Blackhand;631950I'm actually fond of the 3e Manual of the Planes.

So do I! I think it was leaps and bounds better than Planescape.

RPGPundit
Title: The top 3 things about your top 3 D&D settings
Post by: Warthur on February 27, 2013, 05:42:02 PM
Re: Planescape - I know someone who ran a very successful Planescape campaign using, I shit you not, a mildly retooled version of the oWoD Mage system.

It worked because Mage factions and Planescape factions are basically built on the same idea: they're "philosophers with clubs" who try to impose their own way of looking at things on the universe.

(This, incidentally, is why I always thought it odd that Planescape was tied so closely to the AD&D alignment system. I mean, I know the historical reasons why that was the case. But doesn't that arrangement imply the existence of a very powerful faction who view the cosmos as being arranged on the two-axis setup? Where's the scope for factions who flat out don't believe in Law and Chaos or Good and Evil but believe reality should be arranged along entirely different lines?)
Title: The top 3 things about your top 3 D&D settings
Post by: silva on February 27, 2013, 06:53:02 PM
Good points, Warthur.

Indeed, Mage seems a nice fit for Planescape because of the shared "Philosophers with clubs" theme.

About the cosmology, I also agree. Even if the setting does present different takes on the Law vs Chaos/Great Wheel (Ex: chinese culture and gods see it as a single infinite plane) its not really plausible for the more cosmopolitan city in the multiverse to have only one dominant cosmology model. There should even exist whole factions that reject the model.

Another thing I think the setting lacks is actual religions. I know the Factions are religions in a way, but I would like to see more dogmas, rituals and particular myths of theirs. Factol Manifesto introduces some of these points, but the thing looks kind of sketchy there. Besides it, I would like to see new and bizarre religions, beliefs and cultures that spawned in the planes, but sadly the line focus more on "what monsters you will find in xth layer of that plane" than that.

I think I would like to see a kind of "Tekumelized/Gloranthized" Planescape. Not to the point of turning it in a anthropological masturbation like what happened to Gltha some time ago, but just enough to realize its inate potential for gonzo mindfucking fantasy roleplaying.

P.S:The Torment game for PC is a nice example of what Im talking. They managed to introduce a lot of colour of their own creation, that enrich this social-cultural-religious tapestry greatly (in fact, I think the setting as portrayed in the PC game is even better than the original setting itself ).
Title: The top 3 things about your top 3 D&D settings
Post by: Piestrio on February 27, 2013, 06:58:59 PM
(http://i209.photobucket.com/albums/bb208/Piestrio/planescape.png)
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 27, 2013, 11:37:36 PM
Quote from: RPGPundit;631875It seems silly to me to think that Planescape needs to be run with some kind of (usually pretentious) system to be "right", when the very core of the setting is inextricably tied to the cosmology that D&D created for itself, that only makes sense in the context of D&D.

RPGPundit

Only the setting, not the system.
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on February 28, 2013, 02:52:17 PM
Quote from: TristramEvans;632653Only the setting, not the system.

Sure.. but the system is D&D.

Do you see what I mean? Any other system won't capture the feel of playing on the D&D planes.

RPGPundit
Title: The top 3 things about your top 3 D&D settings
Post by: crkrueger on February 28, 2013, 03:21:58 PM
1. Greyhawk
A. Darlene's Map
B. Lots of modules tied specifically into setting locations and deities, not just "dropped in anywhere" stuff.
C. Isle of the Ape.  Oonga was an engine of player destruction.

2. Forgotten Realms
A. Greybox
B. The North
C. All those maps in the supplements.

3. Known World
A. Gazetteers for damn near everything.
B. Some of the coolest sandbox setting modules.
C. Guess what, maps of the whole damn thing, frickin awesome.
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on February 28, 2013, 04:11:41 PM
Quote from: RPGPundit;632870Sure.. but the system is D&D.

Do you see what I mean? Any other system won't capture the feel of playing on the D&D planes.

No, I don't see your reasoning there at all. The setting isn't informed by the rules-set (if its an RPG and not a game that tries to railroad a certain style of play), the rules are simply there to figure out the consequences of actions. The setting itself and the gaming group "capture the feel", as it were.
Title: The top 3 things about your top 3 D&D settings
Post by: Warthur on February 28, 2013, 05:14:51 PM
Quote from: RPGPundit;632870Sure.. but the system is D&D.

Do you see what I mean? Any other system won't capture the feel of playing on the D&D planes.
On the other hand, the core assumptions of the setting itself doesn't really support the classic D&D planes model - like I said earlier, you should really expect the planes to utterly rearrange themselves whenever a Faction that teaches against the Law/Chaos Good/Evil breakdown manages to get the upper hand.
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on March 01, 2013, 05:58:10 PM
Quote from: Warthur;632945On the other hand, the core assumptions of the setting itself doesn't really support the classic D&D planes model - like I said earlier, you should really expect the planes to utterly rearrange themselves whenever a Faction that teaches against the Law/Chaos Good/Evil breakdown manages to get the upper hand.

Yeah, well, entering the purely speculative; I'd say that if you wanted to effectively make a new "planescape" game that had a non-D&D system and also divorced itself from the D&D concept, you'd have to keep Sigil and the factions (and stuff like the art style and the stupid lingo), and change all of the outer planes and great-wheel cosmology.

In other words, get rid of everything that's actually D&D and just keep the stuff that sucked.

But I guess that's the secret of the rabid planescape-specific fans (as opposed to overall fans of the D&D outer planes); they don't really like D&D at all, and would probably rather that Planescape had been a White Wolf game with no D&D content, as that's what it was clearly influenced by at the time (what with TSR being intellectually bankrupt of any originality of their own by then).

RPGPundit
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on March 02, 2013, 02:08:39 PM
Quote from: RPGPundit;633323Yeah, well, entering the purely speculative; I'd say that if you wanted to effectively make a new "planescape" game that had a non-D&D system and also divorced itself from the D&D concept, you'd have to keep Sigil and the factions (and stuff like the art style and the stupid lingo), and change all of the outer planes and great-wheel cosmology.

Or you could keep the outer planes and great wheel cosmology as it is and simply use another system.

QuoteBut I guess that's the secret of the rabid planescape-specific fans (as opposed to overall fans of the D&D outer planes); they don't really like D&D at all, and would probably rather that Planescape had been a White Wolf game with no D&D content, as that's what it was clearly influenced by at the time (what with TSR being intellectually bankrupt of any originality of their own by then).

lol, so liking a D&D setting you didn't like is obviously another "conspiracy" for people who hate D&D. It's really hard to take you seriously sometimes.
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on March 02, 2013, 05:14:40 PM
Quote from: Piestrio;632579(http://i209.photobucket.com/albums/bb208/Piestrio/planescape.png)

Anyone who thinks Planescape has anything to do with philosophy has obviously no knowledge of philosophy.
Title: The top 3 things about your top 3 D&D settings
Post by: RPGPundit on March 04, 2013, 02:05:13 AM
Quote from: TristramEvans;633583Anyone who thinks Planescape has anything to do with philosophy has obviously no knowledge of philosophy.

That aptly describes both most Planescape fans and undergrad philosophy majors.

RPGPundit
Title: The top 3 things about your top 3 D&D settings
Post by: TristramEvans on March 04, 2013, 09:15:51 PM
Quote from: RPGPundit;634001That aptly describes both most Planescape fans and undergrad philosophy majors.


You've had very different experiences than I. every Planescape fan I've encountered  are just classic old school D&Ders with no interest in conflating academic subjects with gaming.
Title: The top 3 things about your top 3 D&D settings
Post by: The Butcher on March 04, 2013, 10:01:08 PM
Quote from: TristramEvans;634351You've had very different experiences than I. every Planescape fan I've encountered  are just classic old school D&Ders with no interest in conflating academic subjects with gaming.

Same here. Classic Pundejo strawman, I don't even bother anymore. Though to be fair Piestrio did bring it up first.