Note: This is a repost of an article I posted on my Web site over three years ago. In the process of re-doing the site I felt it was more appropriate as a weblog essay rather than a webpage. I should revisit this, too, to add the Old World of Warhammer FRP and the Wilderlands of High Fantasy.
One of this things I focus on with this Web site is my fantasy campaign world of Mythosa (which should be obvious; I mean, look at the URL!). I have to admit that there have been times in the past, mainly since I graduated from college and entered The Real World™, that I considered switching over to a published setting. I've used them in the past, and I've been tempted to go back to them, mainly to save time. But I can never bring myself to do that; there's just something about creating your own world, mapping it out, populating it with interesting NPCs, monsters, and deities, etc. that keeps me from going with a commercial setting. Other "world builders" can understand where I'm coming from, I'm sure.
There are, however, a number of worlds available that I've always had a liking for, which provide me with ideas, inspiration, or just simple entertainment. These are the worlds that I would consider for my RPGs if I didn't have Mythosa (listed in no particular order):
BirthrightlinkThe Birthright setting is an old TSR setting from AD&D 2nd Edition. There were a lot of elements to it that I found interesting, particularly the "bloodline" concept: in a great, ancient battle, the old gods were killed and their essence entered some of the mortals that were fighting with them. This bestowed upon them and their descendents special powers, which they use as the heroes and rulers of the campaign. "Blooded" characters could even use special means to kill and steal another blooded characters powers (reminds me of
Highlander). This, plus rules for "realm magic" and a focus on rulership and politics made Cerilia - the Birthright world - very cool.
Forgotten RealmslinkSome time ago, I used to refer to Ed's world as the "Better Left Forgotten Realms". I also used to lack the maturity I (sort of) have now... In any case, for most of the life of the Realms, I didn't care for it - too much magic, too many high-level NPCs running around, etc. The criticisms of the Realms are plentiful on Web forums and mailing lists; no need for me to reiterate what plenty of others have said. I did like Faerûn when it first came out, though. Mainly because it was new, but also because I think Ed did a good job on creating an interesting setting; his articles in Dragon that spoke of people and places in the Realms were happily intriguing. Over time, however, as the TSR editorial and design team took over, I lost a lot of interest in the setting, and I still care little for the old 2E material. But the 3E campaign book for the Realms - now,
that, I liked. I know there are some 2E "purists" (for want of a better term) that bemoan the changes in the 3E version, but having a dislike for the 2E books, I have no historical attachment to them. For some of the problems WotC has had in supplemental material for D&D3 (such as virtually leaving out all the details of an entire prestige class in
Tome and Blood), I think they did an excellent job with the Forgotten Realms setting book. I was actually tempted to switch to Faerûn...but, of course, I didn't.
HârnlinkMy enjoyment of Hârn stems from a time awhile back when I was very much against a high-magic/high-fantasy type of game and wanted something gritty and "realistic" (I'm using quotes since that's a very loaded - and geekily controversial - word when it comes to fantasy gaming). Though my tastes have swung back to more of a high-fantasy preference, Hârn is still one of the coolest worlds out there. The level of detail coupled with great internal consistency as well as some well-done supplements (such as
Castles of Hârn) make this an excellent choice for a campaign setting. The only real gripe I have is with Hârn's author, when he gets on his prima donna pedastal harping about how Hârn is so superior to every other world out there due to its "realism". Whatever. Internal consistency is the key to a good world, not how well it parallels medieval Earth.
GreyhawklinkWhile I have a number of disagreements to the way Gary Gygax did (and does) things, I have to say that his original design of Oerth (Greyhawk) was pretty good. Greyhawk was the first AD&D world I used, and I DM'ed in it for some time. The old "World of Greyhawk" boxed set got a lot of use in my campaigns. There's nothing really different or unique in Greyhawk nowadays, but overall it works as a usable setting.
Scarred LandslinkThis d20 setting doesn't break new ground for uniqueness in terms of the fantasy genre, but the way it's put together, the way the various elements are conjoined, is very cool. I think S&SS did a good job in presenting an interesting world that more than justifies the continuous stream of combat and violence that typifies a D&D campaign. There's also a lot of "little" things that I like, such as the city of Mithril. One gripe I have is with some of the terminology (from what I've read in the Ghelspad gazetteer). Terms like "United Provinces of XXX" or "Sovereign Nation of XXX" just seem too "modern" for a quasi-medieval setting. Granted, I realize it's a fantasy world - and just a moment ago I said how "realism" shouldn't be a concern - but I still don't like the modernisms.
TalislantalinkTalislanta is a fantasy world among fantasy worlds. It's very different from the standard D&D-style world (they used to have the slogan "No elves"), and has a lot of interesting races and creatures. It's a little too fantastic for my tastes, but it's nicely different in a meaningful way - not just a bunch of typical fantasy elements with different names.
TékumellinkTékumel is one of the oldest game worlds out there - TSR used to publish it as part of the "Empire of the Petal Throne" RPG back in the 70's, right after original D&D came out. Like Talislanta, it's very different from the typical quasi-European, pseudo-medieval, ecto-D&D world. Professor M.A.R. Barker, Tékumel's creator, is a linguist, and it shows - he's created languages, both complete and partial, for this setting (Tolkien is the only other world creator I know of who's done this to the same or greater degree). Tékumel is derived from the mythologies and imagery of Central America, the Middle East, and the Far East, and also includes a lot of strange and unusual creatures that bear little resemblance to the standard fare of most worlds. The rules systems attached to Tékumel over the years have generally been forgettable, but the mystique of the world still persists.
Note: I do have the latest RPG set in this world but I haven't read it yet so I can't comment on how good the rules are yet.
Labels: DnD