That said, the long absence of D&D having anything like a default campaign setting gives us an opportunity to create one from scratch. Now such an endeavor is way too hard for me to do in a reasonable amount of time what with college kicking my ass, I could at least spend a couple of hours coming up with a list of things I think a campaign setting should have. So bear with me people.
The new campaign setting should have an easy-to-grok history and geography.
People should be able to have an idea of where everything is and the biggest cities/points of attraction in then after 20 minutes of light study. To this end, I strongly recommend having elemental-themed countries. For example, you have Nys, the City of Snow; Swamp Fortress Yila; Mountainhome, etc.
You know that thing I just did with Nys and Yila? Yeah. You want to avoid that shit. If you drop more than 10-15 unique names for your setting, you're going to lose the non-fanboys. And as much as I know how people hate this concept, the campaign setting should seriously use more of the adjective-noun or BLANK, insert descriptive title here naming convention. No one forgets the name of the Fireflow or its War King Flarehammer after hearing about it, but if it was called something like Afanaely how many people would still remember it?
The new campaign setting should have an easy-to-grok pantheon of gods.
I recommend doing the God of War approach and using familiar names and a vaguely familiar idiom of previously existing gods. but bastardizing them to suit your purposes. I recommend having something like this, with also a few holdovers like Pelor and Lloth. Yes, there are more evil deities than good deities. Along with no neutral deities. That is intentional.
- Good Deities:
- Hades (he's actually the least dickish out of all of the Olympian gods; if you scrub away the Persephone thing he actually comes off as a pretty decent guy. So we do.)
- Inari (shapechanging god of fortune, knowledge, and technology)
- Anansi (trickster god of agriculture and the moon)
- Ameratsu (goddess of the sun, sister of Susanoo)
- Saraswati (goddess of wisdom and the arts)
- Evil Deities:
- Gaia (grudge against humanoids and technology, wants to destroy civilization and replace it with beasts and nature)
- Aphrodite (goddess of apathy, lust, vanity, hedonism, so-on)
- Ares (I don't even need to explain his inclusion)
- Dracula (undead monster mash guy like in Castlevania, he's the go-to guy for necromancy)
- Gruumsh (god of xenophobia, vengeance, and strife)
- Susanoo (violent trickster god of storms and sea, brother of Ameratsu)
- Thoth (god of magic, not evil but DEFINES 'stupid neutral')
- Tezcatlipoca (chief of the gods, god of night, rulership--read tyranny, and had a bunch of human sacrifices in his name. Also destroyed the world at least twice. Awesome. He's the head evil god, even though he's not supposed to be. Because it's really easy to paint him as a villain and he has a bunch of cool shit about him.)
Points of Light vs. Points of Darkness
Honestly, as much drubbing as Points of Lights have been getting, there's nothing fundamentally wrong about the concept. If you've played Skies of Arcadia, you know it can be extremely fucking cool to be the first people in decades to gain contact with another civilization and culture. It also creates the feeling of a menacing world with lots of things to see and do. The problem is that 4E gave this concept a bad name by implementing it really poorly. Instead of hyping up the adventure and tragedy of such a world, the PHB designers used it as an excuse as not to build a world. Most of it being unknown, you see. That... fucking SUCKS. I still say go with Points of Light because it's easier to stick on expansions like new races and new cities and new deities (vital for this type of game), but that doesn't mean that it should be an excuse to skimp on the effort required for the current game.
Alignment of the setting. Oh god.
The setting's base morality should not be black and white. Not that black and white is bad, it's just that it's really hard to do without coming off as patronizing or insulting. Also because it's been done to death. For fuck's sake, even Tolkein regretted doing such a thing. So the campaign setting should be black and grey (like WH40K), grey and grey (like Shadowrun), or grey and white (like TTGL). I recommend going with grey and white personally, so people can still feel good about playing white hats while also having some moral ambiguity in the setting.
As much as I hate to do it, we should bring back the 9-box alignment system. It's a sellout of the grossest calibur and I feel rather naughty suggesting that we go back to saying 'my character is Chaotic Good' with a straight face. That kind of thing gives grognards stiffies.
Fantasy has advanced from the shitty dung ages of LotR. Deal with it.
While D&D should still primarily be focused on swords and armor and horseback riding, a bit of steampunk wouldn't fucking kill you. People shouldn't get all wilty in the pants at seeing a gear attached to a crossbow. Here's a preliminary list of what I recommend:
- Warforged get integrated into the setting. Warforged are probably the only race that 3E came up with that people are actually excited over. And they help grease the LotR-fanboy wheels.
- Airships. People love flying and riding on things that fly, otherwise no one would've even picked up Pern or Dragonlance. People like airships even more than dragons though because you can store your shit on it and fly around with several people and put spinnerz on your airship.
- You have a steampunky city of some sort like Narshe or the like. In order to grease the grognard wheels, add something cool to it like fires burning in the middle of the street for no reason. Fuck, that was in FFV. Whatever, do something cool. You don't have to do this for every city, but there should be at least ONE.
- Have a fucking functioning train and rail line. People love trains, except for assholes. Make it all fantasy-like by making the locomotive a metal dragon's head and making it a double-decker train with wizards in funny monkey suits sitting on the top deck waiting for bandits to blast. But have a train.
The campaign setting should have organizations that are relevant to the PCs from the very start.
None of this shit like the Red Wizards of Thay where you only care about them aside from an indirect sense until level 8; certainly you can have some high-level only organizations, but they should be the exception rather than the rule. The Grey Guard should be hiring people who just got out of chargen. The Skulltaker Guild should be looking for new members or victims from the party after like their third adventure. Not all of them should be joinable, but they should be interacting with the campaign setting from the very start. You should have:
- A slaver's guild.
- An assassin/thief's guild.
- A science club. They do things like explore the world, make maps, and try to dissect ancient artifacts.
- Some Masonic/Skulls organization made of rich people. May be good all along, morally ambiguous, or outright evil.
- Guild of ex-paladins who tried to do the right thing but are jaded. They try to take in new warriors of faith and goodness and slowly open their eyes.
- Les Collaberators who are against the current government. Whether they are sympathetic or not is up to you.
- Some organization made up of bandits and deserters that harrass people.
The campaign setting should have several metaplots going for all major locations.
I recommend at least three, that way if the players aren't interested in one metaplot they can get interested in on another without derailing the campaign too much. For example, you have something like this:
- The Sahugin King Gygarus invaded Atlantis (which hasn't sunk into the sea yet) two years ago to expand his empire and improve his industry. The fighting was so brutal that even though the invaders were repelled the government of Atlantis collapsed due to the death of its leaders and a bankrupt treasury. Some, though certainly not all, of the indigineous sahugin betrayed their country and teamed up with Gygarus. This means that the non-Sahugin are pretty pissed. Gygarus would have mounted another attack, however...
- The god of storms Susanoo is super-pissed off at Atlantis, not for the city itself but at the sahugin living in there. When Gygarus initiated his coup the sahugin usurper murdered all of the descendents of his lover and also came very close towards wiping out Kua Toa and Sea Elves in the South Seas completely. He's been slowly turning the seas on the southern continent unsuitable for inhabitation and killing the ones that do escape to Atlantis with monsoons and shit. People have (rightly but unfairly) blamed a lot of the sahugin refugees for bringing misfortune to their city though they don't know WHY they are other than 'sahugin are bad luck'. If they knew the real reason they'd panick even more. Susanoo's also the cause of the rising sea level, which will completely flood the continent in 40 years unless he's stopped. Atlantis's second-biggest city is now partially underwater.
- Atlantis right now is like Somalia. There's seriously no government and the city/country is mostly carved up and operated by warlords. Most of the people who had the money to leave have while the getting was good; right now the piracy is so bad that it's simply not safe to leave the city in anything short of convoy. There are almost no services at all and other countries have to constantly send it food and aid or there would be mass starvation; fish and rice are Atlantis's greatest exports and they're STILL net importers. This would interest The Empire in moving in but things are so fucked up there right now that it would actually be less profitable to take over. Right now though the Assassin's and Slaver's Guilds are running rampant. What used to be the proud army of Atlantis is almost all gone except for a couple of divisions, the rest having fallen to banditry and petty mercenary work.
- The extreme turbulence caused by Susanoo wrecking peoples' shit with sea-stuff has not only almost completely destroyed the sahugin cities but has also unearthed ancient evil. Undead and monsters people haven't seen in centuries are popping up and are not only making Atlantis even more hellish but are also spreading to the shores of the other non-Atlantis countries.
The campaign setting should be 'living' in a major way.
This means that the campaign setting will be shaken up as the edition goes on. Someone will just not be able to pick up a Campaign Setting book five years and go 'oh, things are still the same?' unless they want to play it before things got shaken up.
No, the way it should happen is that at RPGA events they host a massive 'thing' where the organizers outline some metaplot such as 'Orcs have beseiged the city of Riva' and they run several games that involve this metaplot. They then take the average of all of these games and use them to formulate an outcome--for example, if most of the players assigned to the 'orc' tables won their sessions then the outcome of the siege was that the orcs won and Riva falls to their hands. The game from then on is like this shit really happened and if you're playing a 'canon' game you can go to Riva and notice how the orcs are forcing the humans to tear down the walls to the city.