Campaign Setting: Difference between revisions
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* [[Eberron]] (pulp/noir) | * [[Eberron]] (pulp/noir) | ||
* [[Dark Sun]] (post-apocalyptic) | * [[Dark Sun]] (post-apocalyptic Fantasy) | ||
* [[Planescape]] (planes, planes everywhere -- and we don't mean the flying kind) | * [[Planescape]] (planes, planes everywhere -- and we don't mean the flying kind) | ||
Revision as of 18:25, 19 August 2012
In role-playing games, a Campaign Setting is the setting in which a campaign takes place. Shocking.
Frankly, a good Campaign Setting is key to a good role-playing game, because it fluffs out the game, lending meaning to the dice rolls.
Often, a role-playing game system will come with one or more settings pre-made for gaming groups to use, to take some cognitive load off of prospective GMs, and thereby make it easier for people to jump in (and thus make it easier for people to justify buying more books).
A campaign setting can have many scales, from galaxies, down to a single neighborhood. A well-crafted setting immerses the players, making them care about fabricated places and people that only exist on paper.
Examples
- The Grim Darkness of the 41st Millennium; Fantasy Flight Games' RPGs focus on specific zones in particular.
Dungeons and Dragons
Seriously, there's a ton of these guys, in each and every flavor imaginable:
- Greyhawk (generic High Fantasy default setting, originally conceived by Gary Gygax himself)
- Forgotten Realms (another generic High Fantasy default setting)
- Eberron (pulp/noir)
- Dark Sun (post-apocalyptic Fantasy)
- Planescape (planes, planes everywhere -- and we don't mean the flying kind)
- Ravenloft (gothic horror)
- Spelljammer (Dungeons and Dragons IIIINNN SPAAAAACE!)
- Golarion (pulp, with some Renaissance-verging-on-steampunk and a dash of science fiction)