worlds and campaigns

A campaign setting is a fictional world which serves as a setting for a role-playing campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons) or a specific genre of game (such as heroic fantasy or space opera). There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings. These are a few that we’ve come up with here at Baenrahl.

Library

Here you will find an assortment of gaming goodies; PDF files covering the 3.5 SRD, articles on how to improve your game, little bits of gaming humor, and anything else that I think is useful, entertaining, or helpful. The library...

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Welcome to the Baenrahls

The baenrahl.com site began life as a domain dedicated to one particular Dungeons & Dragons homebrew campaign. Then it was going to be a d20 OGL campaign sourcebook thing, that didn’t get much traction. Then it transitioned into a sort of sword & planet documentary fiction about an earth-man who found himself transferred to the world of the baenrahls (i.e. John Carter of Mars or Dray Prescot of Kregen), that was short lived as well. Now it is being repurposed as a repository for a multiverse of tabletop role-playing worlds, settings, and campaigns. It will also serve as a soapbox from which to spout more general role-playing dogma, advice, tips, tricks, reviews, embellishments, proclivities, and what-not. It’s going to be about role-playing in general, rather  than being dedicated to any specific game, genre, or rules system.

Sure, we have our biases and our favorites, but that shouldn’t stop anyone from finding something useful on the site.

We here at baenrahl.com have a bit of an issue with prolonged focus. Oh sure, we can focus intensely and with borderline obsession for short periods of time, but most projects take longer than that and require extended focus and dedication. Doing it this way, we can bounce around and still feel like we’re making progress and headway on at least one thing, the webpage.

We’ve been gathering inspiration from various sources, some role-playing specific, some not, since the late 1970s. The internet has made it easier to find sources for a lot of the stuff that will be shared here and we’re going to give credit to everyone we can, but sometimes our crack team of researchers just cannot come up with the definitive source for some article, rule, or random table. If you created or own some piece of anything being used here and want us to credit it or to remove it from the site, please let us know and we’ll make the appropriate changes. We’re not here to steal credit from anyone, to make money on someones material, or to pass anyone’s ideas off as our own. The entire idea behind this site is to simply present the best, most inspirational role-playing stuff, the ideas that get our juices flowing, and to create a repository of that stuff so that we can find it again when we want it.

With that said, let’s get to creating something worth looking at.


OTHER WORLDS:

There should be no “natural laws” which are certain. Space could be passable because it is filled with breathable air. On the other hand the stars could be tiny lights only a few hundred miles away. Some areas of land could be gates into other worlds, dimensions, times, or whatever. Mars is given in these rules, but some other fantastic world or setting could be equally as possible. This function is up to the referee, and what he wishes to do with it is necessarily limited by his other campaign work. However, this factor can be gradually added, so that no sudden burden will be placed upon the referee.

–Original D&D Vol 3: The Underworld & Wilderness Adventures by Gygax and Arneson, Tactical Studies Rules, 1974

I agree with Old School FRP, who posted the above excerpt and added:

“There should be no natural laws which are certain.” This should have been the last word on the subject, but instead we spent over a decade arguing about how to make the game more realistic, like how to scale the die rolls for Newtonian falling damage.

The more we imposed the laws of our world onto the game the less fantastic it became.  Characters should be able to dive to the bottom of the ocean with only a water breathing spell, and to traverse an asteroid belt by leaping from stone to stone.

I have been guilty of doing this myself. This website is going to be dedicated to putting the fun and the fantastic back into tabletop role-playing.


This is a work in progress… Some of the stuff is done, some isn’t. There are pages which are finished and others that are placeholders. We’ve got lot’s of ideas and lots of good intentions, but it all takes time. Let’s just give it time and see where this goes.

–Game Master