One of the best parts of is the creativity and versatility that the game provides within the parameters of its rulesets and what the game master decides. While this can apply to any part of the game, one of the first and most important decisions for any campaign is what setting the adventure will take place in. There are many official settings, but a nearly endless supply of unofficial settings have also been shared with the community by talented creators.
Although the quality of some unofficial settings will vary, there are sources for nearly any imaginable world that a GM could be looking to start an adventure in. Discussing with a party what the tone of the campaign should be is often the best starting point in knowing what to look for. Many third-party publishers and individuals have shared incredible works, but here are a few of the best to check out when planning a new campaign.
Based on the world of, the is a sourcebook created by Andrew Kolb that features the fantastical island of Neverland many years after the Darlings made their way there. It has been created for sandbox exploration of the island, with adventures based on the concepts of 's lore. This is a wonderful setting for anyone looking for pirates, mermaids, crocodiles, and flying children.
Playing during the Stone Age provides a familiar, yet unique atmosphere for roleplaying. puts parties into a primal fantasy setting with enchanted weapons, evil cults, ancient runes, and fantasy-inspired prehistoric beasts. Said to exist at a time when "," it gives brave adventurers plenty to explore and dangers to face. Plus, there are many opportunities to wield enchanted weapons while riding on a prehistoric mammoth during the Stone Age.
For GMs and groups looking for something truly different from the traditional fantasy roleplaying settings, the Land of the Azurth setting as portrayed in the is a vastly different approach, offering more of a Saturday Morning Cartoons look at its world. Said to be based on
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