
A Dungeons & Dragons game is only as good as its setting. No matter how many fun encounters or interesting opportunities you devise, they’ll struggle to land if the world around them doesn’t meet the same standard. Luckily, there’s been no shortage of fantastic D&D settings over the years.
From the original world of Greyhawk to the bizarre reaches of Planescape, the greatest D&D settings all bring something unique to the table. Even if you devise a custom world or pull from third-party material, all of these official worlds are full of fantastic material that can contribute to any campaign.
Greyhawk
A Classic For A Reason
In many ways, Greyhawk serves as the core foundation of D&D. While the very first D&D setting was Blackmoor, the brain-child of D&D co-creator Dave Arneson, Greyhawk was that ended up being institutionalized as the setting for countless adventures.
Of all the major D&D settings, Greyhawk sticks the most thoroughly to a classic medieval fantasy sensibility, tossing plenty of dangerous beasts into a low-tech world with plenty of real-world inspirations. As D&D co-creator Gary Gygax’s personal setting, Greyhawk started as nothing more than a dungeon, but ultimately expanded into a complex realm with its own history.
One of the biggest testaments to Greyhawk is the city of Greyhawk itself, which has been detailed and fleshed out in a long succession of books and supplements over the years. If you’re looking for a city to base a campaign in, you’d struggle to do better than Greyhawk, and it can be a less overwhelming choice than venturing into the more erratic world of the Forgotten Realms.
An increased emphasis on the Forgotten Realms has comparatively sidelined Greyhawk in recent years, but the 2024 Dungeon Master’s Guide focused on the setting as a good starting point for new dungeon masters and campaigns. If you want to really sink your teeth into Greyhawk, however, you’ll eventually want to dive into some books written for past editions of D&D.
Ravenloft
You Want It Darker
These days, Ravenloft has been shoe-horned under the Forgotten Realms umbrella, but it’s really a setting of its own. The dark land of Barovia bears no real connection to the rest of the Forgotten Realms, and it carves out a striking niche as a Gothic setting entirely removed from the heroic fantasy flavor of the realms.
Ravenloft draws heavily on Dracula, but the details of its world are what make it shine. Stroll down any street in the towns of Barovia, Vallaki, or Krezk, and you’ll likely encounter a distinctly deranged character or memorably grim story. There’s very little good to be found in Ravenloft, which makes brief sparks of hope and chance encounters with helpful NPCs shine all the brighter.
D&D 5e’s iconic Curse of Strahd campaign takes place in Ravenloft, but it can also be an interesting setting for custom Gothic adventures. The 2026 lineup of D&D books includes some new reference material for the setting, making it easier to expand the scope of Curse of Strahd or pivot away from it entirely. Even when sticking to the script, Curse of Strahd is a fairly non-linear adventure with a lot of room to experiment, and the same dungeon master could easily run five totally different campaigns with the same source.
Ravenloft also marked a pivotal point in D&D‘s history, as the original Ravenloft module paved the way for a greater focus on complex, character-oriented narratives. Without the Ravenloft setting, even the cheery, heroic side of D&D might look very different today.
Planescape
It’s Time To Get Weird
D&D has never been afraid to embrace the weird, but most campaign settings balance their wildest fantasies with plenty of grounding elements. Planescape, on the other hand, goes for broke. Tossing fantasy tropes and conventions out the window, this setting is the perfect option for anyone who’s grown tired of what Greyhawk or the Forgotten Realms have to offer.
As such, it’s not necessarily the best setting for newcomers. Running a great Planescape campaign can be challenging, and the supplementary material is all over the place. With a nearly infinite world of opportunities, both the dungeon master and party might struggle to find a clear direction.
Once everyone is well-versed in D&D, however, Planescape can be an incredible experience. Like Greyhawk, taking a deep dive will require looking beyond the 5e books and diving into some older supplements. The 5e material is still more extensive than the Dungeon Master’s Guide‘s primer on Greyhawk, however, so it’s a perfectly reasonable starting point.
For those who just want to get a taste of Planescape without all the trouble of running a campaign in the setting, Planescape: Torment is also a great option. Developed by Black Isle Studios, which also handled Baldur’s Gate 2 and Icewind Dale, Planescape: Torment stands tall as one of the best D&D video games ever produced.
Eberron
Perfectly Pulpy
Most iconic D&D settings emerged before the 21st century, as Wizards of the Coast has cooled down on introducing entirely new worlds in recent years. The biggest exception is Eberron, a D&D 3.5e addition that debuted in 2004 as the result of a contest to propose a new campaign setting.
As a result, Eberron also emerged as a more fully-formed, cohesive setting than most alternatives. With a pulpy flavor and focus on magic-powered technology, it’s a world capable of defining and transforming any campaigns set within. Whether you’re looking for a gritty noir story or a serial adventure sensibility, Eberron supports fantastical tales that branch outside the traditional heroic fantasy realm.
One of the biggest uniting factors of Eberron campaigns is a focus on shades of gray. Avoiding either the basic good and evil dichotomy of classic D&D campaigns or the pervasive darkness found in Ravenloft, Eberron deals heavily in nuances.
Like Ravenloft, Eberron has benefited from recent releases. The 2025 book Eberron: Forge of the Artificer is a relatively slim volume, but it packs in new subclasses, feats, characters, airship rules, and more.
The Forgotten Realms
Everything You Could Possibly Need
The Forgotten Realms are the primary setting for D&D 5e, and it’s not surprising that they’ve earned this position. As far as heroic fantasy goes, the Forgotten Realms house everything you could possibly want. The Sword Coast alone contains interesting cities of every variety, and expanding to the broader scope of the setting reveals just how far-reaching its ideas are.
While Greyhawk was created for the specific purpose of D&D, the Forgotten Realms emerged many years earlier, devised by game designer Ed Greenwood in his childhood. Luckily, the components that sparked his young imagination are the perfect ingredients for tabletop play. They’ve also housed plenty of D&D ventures in other mediums, including iconic book series like The Legend of Drizzt, games like Baldur’s Gate, and the movie Dungeons & Dragons: Honor Among Thieves.
Despite serving as the default setting for 5e, The Forgotten Realms didn’t receive a substantial modern sourcebook until recently, with most supplementary material being parceled out across various campaign books and the anemic Sword Coast Adventurer’s Guide. Luckily, D&D rectified this issue with the 2025 release of Forgotten Realms: Adventures of Faerûn and Heroes of Faerûn, which offer a welcome deep dive into the setting.
If you’re looking for one type of play in particular, there are plenty of reasons to choose a more specialized campaign setting. If you want it all, though, virtually everything is possible in the kitchen sink approach of Dungeons & Dragons‘ Forgotten Realms.
- Original Release Date
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1974
- Publisher
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TSR Inc., Wizards of the Coast
- Designer
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E. Gary Gygax, Dave Arneson
- Player Count
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2-7 Players






