While not exclusively Planescape, I wanted to get an idea of what you guys thought of all the various TSR/WotC produced gameworlds.
Personally I believe there was a roughly decade-long period in the 80's and 90's that gave us an unprecedented burst of creative genius that will likely never be exceeded (or even matched for that matter). These are the settings I will always most closely associate with D&D, or any fantasy gaming.
Planescape (1994) - the very pinnacle of that creative surge I mentioned - Planescape is unsurpassed in sheer "wow" factor. Never before or since has a game setting been so intellectually stimulating - from the inspiring locales, memorable NPCs/events, the in-depth philosophies, jaw-dropping artwork (DiTerlizzi's work got me back into illustrating), the unusual Gothic/Victorian/pseudo-steampunk vibe of Sigil, the unique language associated with planars, even the type-font was a really cool touch. Planescape was a massively ambitious gamble. But they absolutely nailed it on all counts - all the way from the Great Ring on down to the tiniest level of minutia.
Planescape was so good I devoured every product I could get my hands on. Even though my gaming group was officially defunct at the time, I bought adventures just to read them as I would any novel. They were That Good. I believe Planescape to be the most inventive, addictive, and engaging setting to have ever been created - and I carry that statement over all forms of media - tabletop games, videogames, literature, cinema, etc. Rating: A+++
Ravenloft (1990 official campaign setting) - Not too many game settings were as effective at creating a particular mood and feel as Ravenloft. Adventures in the Demiplane of Dread always put my players on edge, as so many situations could not simply be resolved by game mechanics. Of what significance is your +5 armour or level 9 spells when you are not fighting a tangible foe, but instead trying to preserve the sanctity of your immortal soul?!?!
Though I never ran a full RL campaign, I sprinkled it frequently into my own game - often doing a one-shot night of terror somewhere in October. And though over time it became a running gag to my players around Halloween (hey are the Mists coming to get us tonight!) it was always enjoyable. Added features like Horror/Madness checks, the Tarokka deck, and absolutely some of the most compelling NPC backstories in any setting, Ravenloft gets a Rating: A+
Dark Sun (1991) - a brilliant twist on the familiar fantasy theme for players a little tired of the typical platemail clad knight on horseback battling dragons and wizards, while elves frolic in the forests. Dark Sun turned all the old cliches and stereotypes on their head with the plot device of a post-apocalyptic "Mad Max" kind of gameworld - utilizing a magical, rather than sci-fi, type of world-ending calamity.
Dark Sun was harsh, brutal, and primal, and some High Fantasy purists may have been turned off by the overabundance of psionics and mutated beasts roaming the desserts. But for gamers willing to open their minds and try something different, Dark Sun provided some truly memorable moments. Rating: A-
Forgotten Realms (1987) - back to a more traditional setting. FR is a massively large product line with virtually every type of environment, political system, etc. fleshed out in exhaustive detail. It's a perfect setting for a DM who is less interested in world building, and would rather make (or buy) adventures in a fully built pre-existing setting. It's also an excellent setting to draw newish players into, as anyone interested enough to try D&D has most likely at least heard of Drizzt.
While FR doesn't jump out to me as doing anything revolutionary, simply based on its iconic and highly recognizeable characters, as well as it's meticulously crafted gameworld - it gets an intial Rating: B When you factor in the other products (Al Qadim, Kara-Tur) that have been rolled into this same world, it rises to a B+. There truly is something for everyone to work with here.
Dragonlance (1987) - unique among TSR gameworlds, Dragonlance was created as a setting meant to revolve around a storyline. This gave a feeling of true progression and that you were making a lasting difference in the environment around you. I can't say I adventured much in Krynn, but I found the novels to be exceptionally good - some of the best character development I'd ever read at that time. Rating: B+
There are several other settings in this time period, but I can't say I've been exposed to any of them enough to really comment intelligently.
Greyhawk - while I respect Gary Gygax's contribution to D&D, I find a lot of his material to be downright goofy.
Spelljammer - ??? I've read a little bit of the lore, and can see where it can link with Planescape, but I've never played it.
Birthright - sounds ok, never played it.
Mystara - same.
Kingdoms of Kalamar - ???
Eberron - I can't get into it. Though I try to be progressive and roll with the times, maybe I've finally hit that age of "My Generation syndrome" where I believe nothing can match what was produced before.
Anyway, I just wanted to gauge if you guys felt the same as I - that this ~10 year period in the 80's/90's was truly a Golden Age of RPG products that will likely never be matched. I have certain reasons for initiating this conversation, but let's see what gets started from here first.
I'm fond of the 1990s game worlds, but for my money, the d20/OGL era of the 2000s were the golden age of creativity in fantasy RPGs, with hundreds of different companies producing world after world after world. This was also the Paizo era of Dragon and Dungeon Magazines, which was excellent.
A lot of d20 stuff was crap, but some of it was wonderful. When the d20 bubble burst, we lost a lot.
Still, there's some good stuff being made even today, and the 1980s gave us some awesome stuff too - Glorantha, Talislanta, Mystara, Warhammer Fantasy.
Greyhawk, to me, is D&D (Greyhawk + Planescape, actually); it's the source of so many iconic D&D monsters, artifacts, characters, and plotlines. It's so much part of the DNA of Dungeons & Dragons that even if you don't realize it, even in 4th edition, if you're playing D&D, you're playing Greyhawk. Does your game have drow in it? Does it have Lolth, the Elder Elemental God, Vecna, the Machine of Lum the Mad, Tenser's Floating Disc? Although Gygax created the crucial foundation, it was Carl Sargent's work in the 1990s that to me sold Greyhawk as a full-featured, richly thematic, gritty setting well integrated into D&D's cosmology. The 2000s built on this with the Living Greyhawk Gazetteer, Living Greyhawk Journals, Living Greyhawk campaign, and Dragon & Dungeon magazine articles that together provided the most consistent, detailed, and luxuriously presented period of what will always remain the definitive D&D campaign setting.
Mystara, before it was given that or any name, was the setting of the "classic" or "basic" D&D game throughout the '80s, and it hosted over a hundred different modules (divided initially into Basic, Expert, Companion, Master, and Immortal levels) that for many provided the backbone of the D&D experience, from the seminal dungeon Keep on the Borderlands to plane-spanning sagas like Where Chaos Reigns and Talons of Night. Then came the Gazetteer series, in which each nation in the Known World was detailed in what are still some of the best cultural sourcebooks ever, exotic and nuanced and high-magic and fun. This version of the D&D game existed in parallel to the AD&D game, and so only a little of it showed up in 2nd, 3rd, or 4th edition - most notably certain creatures like the choker, athach, nightshade, umbral blot, and neh-thalggu, and the iconic Isle of Dread that Paizo adapted into Greyhawk in their Savage Tide Adventure Path. As a result, it isn't really as definitive a part of D&D's DNA as Greyhawk is, but it's still a classic world with roots that go back decades, which evolved as D&D did. Its simple roots make it somewhat problematic, but it also makes it organic and complex and more alive than a world like Eberron (or Birthright) that was mostly constructed according to a single vision during a very short period of time. Though Eberron and Birthright have some very good elements in them.
If Mystara is problematic, Spelljammer is more problematic than Mystara ever was, and yet its DNA is entangled throughout Planescape and the 2nd (and to some extent, 3rd) edition era, and there's still something fascinating about its vast scope and ancient mysteries. Spelljammer was never a proper campaign setting, more a series of modules, sourcebooks, and novels of varying quality that were never quite knitted into a coherent whole. I think it's an intriguing skeleton upon which a campaign could be built, and my tolerance and even affection for its idiosyncrasies (like those of the Great Wheel) is very high.
If Greyhawk forms the backbone of D&D going back to the early 1970s, the Forgotten Realms contains within it much of D&D's evolution throughout the later 80s, the 1990s, the 2000s, and today. In the 1990s it was very much at the center of 2nd edition AD&D, and it gobbled up most of that era's advancements, innovations, fads, and trends, both to its benefit and its detriment. In parts of it I have the same feeling that this is something very primal and iconic, something layered and enriched by decades of shared tradition, a classic part of D&D that resonates still, that I feel with Greyhawk, Mystara, and the Great Wheel cosmology; classic adventure locales like Phlan and the Moonsea region. I think Zeb Cook did a terrific job with the Horde boxed set, and Al-Qadim remains one of my favorite settings. I think it was a blow to the Realms when it divorced itself from the Great Wheel and the greater D&D continuity in 3rd edition, but 3rd edition remains one of the strongest eras in the setting's history, with a number of very good hardcovers that consolidated, expanded upon, and improved upon the setting. I say the best Forgotten Realms work today, some of the best since Eric L. Boyd's deities series, is being done by Brian R. James.
Some d20/OGL work that I'd recommend:
Malhavoc Press. Arcana Evolved, Ptolus, Book of Eldritch Might, Beyond Countless Doorways, Requiem For a God, When the Sky Falls, Chaositech.
Green Ronin. Book of Fiends, The Book of the Righteous, Unholy Warrior's Handbook, Aasimar & Tiefling.
Necromancer Games. City of Brass.
Paizo Publishing. The Great Beyond.