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The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings.For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of ...
Download as PDF; Printable version; ... (4 C, 12 P) S. Spelljammer (1 C, 7 P) Pages in category "Dungeons & Dragons campaign settings"
This is a list of campaign settings published for role-playing games. Since role-playing games originally developed from wargames , there are many historical and alternate-history RPGs based on Earth.
A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place.
All characters begin at 3rd level, and ability scores may be raised higher than those of ordinary AD&D characters. PCs start the game with three times the funds stated in the "Money and Equipment" chapter of the Player's Handbook. All Dark Sun campaign PCs have at least one psionic talent, as described in The Complete Psionics Handbook. [1]
The book begins with a one-page foreword by Skip Williams.Chapter One (pages 6–29) explains the seven maxims for running high-level AD&D campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players.
Critical Role: Tal'Dorei Campaign Setting was released using the Wizards of the Coast Open Game License [14]: 143 and is not considered "official" Dungeons & Dragons material (unlike the Explorer's Guide to Wildemount, which was published by Wizards of the Coast and is considered "official" material). [8]
This 96-page manual was written by Tom Prusa, Louis J. Prosperi, Walter M. Bass, and Kira Glass and is "the first Monstrous Compendium appendix to deal with the AD&D Dark Sun setting". [16] Kinsman stated that it was "an invaluable tool for Dungeon Masters running a game in this setting, and DMs who have included psionics in non-DARK SUN ...