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Calidar, In Stranger Skies
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<blockquote data-quote="Rootuser" data-source="post: 6488654" data-attributes="member: 6775219"><p><strong>5 out of 5 rating for Calidar, In Stranger Skies</strong></p><p></p><p>Mystara has long lived in my imagination but had started to become one of those dusty places that you visit, too much like a bauble, a pretty thing to be remembered, or stoke a memory but not of much use anymore, as the content had started to fall out of fancy. Even frequent trips back to Dragon magazine to re-read the Voyage of the Princess Ark didn't quite to seem to have the shine they once did after the 15th and 16th readings. And then, like that, everything and all of it is new again.</p><p></p><p> In Stranger Skies is familiar enough, like an old friend you haven't seen in a long time. You know there have been changes, but you still feel comfortable. Ole Babblejack fits right in as his old aged self, right along with the first mate Enna and the Captain Isledemer. All new names, all familiar places on a new, but familiar vessel. The Sky ships of Calidar are here! (or merely re-discovered) with complete deck plans and a myriad of deck hands and characters to round out the perfect beginning for any DM to launch a world here. The foundation on which to build your world of flying ships, betrayal, battle and hi-jinx stands between the pages of this re-imagining of our long lost friends in Mystara.</p><p></p><p> At 140 pages, there is no shortage of material. The first fifty pages is comprised of the fiction portion, the story, the one that harkens back to the Voyage of the Princess Ark. It does just the right mood setting to get your blood flowing to take you into the expansive universe that you can build upon. This is the creative. The raw clay from which you can form your people, your world, and many new adventures. Some stat blocks are provided for ease of use in PathFinder, but they are a "gimmie" that is does not replace the story in any way. The DM still has his or her options to build the rest without being spoon-fed in absolutes.<br><br> As we as players begin to gravitate toward a more open environment which will allow us to roleplay as we did in the older days, but allow us to math grind when it makes sense, the melding of two, per the DMs recipe is what the players have to look forward to. I avoid 5 star and 1 star ratings normally because it is hard to be perfect, and hard to have absolutely no redeeming quality. Perspective is what I am trying to bring into this review. A perspective that says: With a little work on the DMs part, the creative is so deep and "chewy" (not crunchy!) that this could be the beginning of a very fun world for your players to play in. For players I recommend reading the fiction because it will leave you like it did me, wanting to be a part and party to the Calidar world.</p><p> </p><p>An epic 5 star rating from me, as I think this is what these games are designed to do, bring out imagination and give us a sandbox to play our adventures in.</p></blockquote><p></p>
[QUOTE="Rootuser, post: 6488654, member: 6775219"] [b]5 out of 5 rating for Calidar, In Stranger Skies[/b] Mystara has long lived in my imagination but had started to become one of those dusty places that you visit, too much like a bauble, a pretty thing to be remembered, or stoke a memory but not of much use anymore, as the content had started to fall out of fancy. Even frequent trips back to Dragon magazine to re-read the Voyage of the Princess Ark didn't quite to seem to have the shine they once did after the 15th and 16th readings. And then, like that, everything and all of it is new again. In Stranger Skies is familiar enough, like an old friend you haven't seen in a long time. You know there have been changes, but you still feel comfortable. Ole Babblejack fits right in as his old aged self, right along with the first mate Enna and the Captain Isledemer. All new names, all familiar places on a new, but familiar vessel. The Sky ships of Calidar are here! (or merely re-discovered) with complete deck plans and a myriad of deck hands and characters to round out the perfect beginning for any DM to launch a world here. The foundation on which to build your world of flying ships, betrayal, battle and hi-jinx stands between the pages of this re-imagining of our long lost friends in Mystara. At 140 pages, there is no shortage of material. The first fifty pages is comprised of the fiction portion, the story, the one that harkens back to the Voyage of the Princess Ark. It does just the right mood setting to get your blood flowing to take you into the expansive universe that you can build upon. This is the creative. The raw clay from which you can form your people, your world, and many new adventures. Some stat blocks are provided for ease of use in PathFinder, but they are a "gimmie" that is does not replace the story in any way. The DM still has his or her options to build the rest without being spoon-fed in absolutes.<br><br> As we as players begin to gravitate toward a more open environment which will allow us to roleplay as we did in the older days, but allow us to math grind when it makes sense, the melding of two, per the DMs recipe is what the players have to look forward to. I avoid 5 star and 1 star ratings normally because it is hard to be perfect, and hard to have absolutely no redeeming quality. Perspective is what I am trying to bring into this review. A perspective that says: With a little work on the DMs part, the creative is so deep and "chewy" (not crunchy!) that this could be the beginning of a very fun world for your players to play in. For players I recommend reading the fiction because it will leave you like it did me, wanting to be a part and party to the Calidar world. An epic 5 star rating from me, as I think this is what these games are designed to do, bring out imagination and give us a sandbox to play our adventures in. [/QUOTE]
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