Disclaimer: I’ve never played post-2nd edition versions of D&D, so I have no frame of reference when it comes to stuff like Eberron.

2nd Disclaimer: Old-schoolers – please refrain from leaving death threat comments for my exclusion of the Greyhawk campaign. I know it’s borderline sacrilegious, but I’ve just never found it all that interesting. Honest.

Okay, now here’s my list.

5. Al-Qadim

aq-logo

Yes, technically the land of Zakhara is on Toril, the same planet as the Forgotten Realms campaign, but it always appeared under its own banner during its all-too-brief publication run. It was hard as hell to get a game of this going in southwestern Ohio – the tales from One Thousand and One Nights were not exactly at the top of any of my friends’ reading lists in junior high and high school, but despite this I eventually roped a couple of suckers in to go through a few Arabian themed adventures (call it a mini-campaign). I really enjoyed taking a break from the rut of medieval-fantasy I was in at that time – I absolutely loved the idea that there was practically no racial disharmony in the land (orcs and humans live like civilized folk in the same towns), and I do believe this was my first exposure to kits for the AD&D classes (every character takes a kit in this setting). I’d love to play it again sometime to see if it still holds up or if I’m just using my rose-tinted monocle here.

4. Planescape

ps-logo

Planescape is just beautiful. Probably too beautiful. It’s been so well-written that it can be difficult for a group of players to do the setting the justice it deserves. Its scope is enormous, so it can be virtually any style you damn well want it to be – you want to set an adventure in a land where steampunk meets the stone age? Go for it. Planescape is also clearly the most unique looking of any product EVER put out by either TSR or WotC. The books are just stunning to look at – the artwork is beyond trippy… even the font is out-of-this-world.

3. Dark Sun

ds-logo

A wonderful pastiche of the more apocalyptic works of Jack Vance, Michael Moorcock, Gene Wolfe, et al. The harsh desert world of Athas is so ridiculously brutal, and that’s what I love about it. It’s survival of the fittest, and even when you are the fittest, you still might not survive (I’ll always remember when my favorite half-giant character was ambushed from out of NOWHERE by that goddamn Defiler… grrrr). Still, I had way too much fun as both a DM and a PC in the Dark Sun campaigns I’ve participated in. There would be multiple characters getting maimed, tortured, killed, or sold into slavery in every damn session, to the point where the group decided it was mandatory to have more than one backup character ready to go at a moment’s notice.

2. Forgotten Realms

fr-logo

Despite the fact that I hate, hate, hate, hate, hate the character of Drizzt, I still manage to enjoy the Forgotten Realms setting (I usually just have him killed off or pretend he doesn’t exist, anyway). Faerûn is a huge, ambitious world – I don’t think you could ever run out of adventure hooks to throw at your players. True, there were a great many supplemental books and boxed sets that came out during its 2nd edition run, but I happened to enjoy most of them (although I admit to ignoring plenty of the overall storyline if it didn’t suit the campaign I was running). One of my favorite boxed adventures of all-time, Ruins of Undermountain, was spawned under the Forgotten Realms banner. Since talk of ‘megadungeons’ is so popular these days, yes, I do think Undermountain is the best published megadungeon of them all. I’ll never get burnt out on that dungeon, I’m always itching to play it again.

1. Ravenloft

rv-logo1

I love D&D just about as much as I love classic novels and films in the horror genre, so when the two combined to expand upon the original 1st edition module and form the Ravenloft campaign setting? Wet dream come true. The apprenhension and fear, the isolation of the characters from anything that could even remotely be considered ’safe’, the feeling of helplessness that creeps in when the characters realize the Dark Powers will never release them from the Demiplane of Dread, the nightmares, the terror, the ghosts and vampires and black cats… it’s wonderfully inspiring stuff for this big kid who slipped one too many copies of Fangoria into his math textbook at school. The published modules were great too; I’ve DM’ed Ship of Horror, Touch of Death, and Night of the Walking Dead multiple times, although some of the adventures, Bleak House in particular, were just too damn epic to be run. One of these days, if I can find players willing to put their characters through a nightmarish and harrowing episode of mental torture, I might face my fear and go for it.