Thanks, Amerigov, that was very helpful!
You are quite welcome!
The two questions are tough to answer as everyone's playstyle is different. So I'll give some qualifiers as I go along:
It does bring up some other questions for me though; do you think that Shaintar is well-suited for long-term campaign play of say 5+ years? It looks like the books are, and will be, right with lots of information and juicy tidbits, but will it be enough? (Yes, I love running long campaigns.
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I will admit of the fantasy settings I listed in my review, Hellfrost is the one has my fancy as my tastes tend to be more dark fantasy than pure heroic. So I am not going to tell you I have run or played in huge long Shaintar campaigns. But I support it because Savage Worlds needs a couple of traditional fantasy options for us old-time D&Ders. We have done a campaign, I have played in con games and read the setting.
That said, how much you get out of this does depend on how you run/develop your games. I mentioned there are 3 campaign frameworks. These frameworks could be 10 sessions in total or 10 sessions each. If you are a Patherfinder AP kinda GM (and this will apply to any Savage Setting), then the material may look sparse to you. The campaign frameworks are the Cliffnotes of a campaign arc (do they still make Cliffnotes? Boy I am getting old). If you are the kind of GM that just needs a spark of an idea and can develop reams of material than Shaintar will provide you tons of sparks and details that you can weave into your story.
Maybe the best way to put it is that its Forgotten Realms in style of fantasy, and more Greyhawk in the detail provided. So lots of room to maneuver.
One thing to keep in mind even if you are an AP kinda of GM - this is a traditional heroic fantasy setting. If you can put something in Greyhawk or FR, you can probably put it here and then sprinkle in the Shaintar details.
The crunchy stuff that the author is adding to the Shaintar books; does it help the setting come alive or does it just add prep and/or gameplay time with no benefit? I love crunchy stuff that adds to the setting, but if it's just going to add time without any benefit I'll stay away.
Thanks again!
I can really only answer this in a Savage Worlds perspective. The material does two things
1) Savage Worlds is a generic system. Savage Worlds will never feel like D&D, but it does fantasy very well in its own way. Some of the crunch elevates the core system to run fantasy more smoothly and dials things up a notch.
2) The other crunch does help define the world. There are racial edges (think feats) that allow players to emphasize the difference between the different races. There are other edges that add to your interactions in the world.
Savage Worlds runs a balance between crunch and speed of play. So SW will always feel lighter than 3e/4e/Pathfinder. If there is crunch for something, its intended to be worthwhile and noticeable. From a SW perspective, the added crunch helps the game/setting without being filler.
If you want a preview of all this, you can get the players guide for Legends Arise for $5 (or may be "pay want you want", I think it got changed after I got it). I will warn you the Omnibus is a fire-hose of information. I found the roll of years in the DM section (obviously not included) provided a better framework of what is going on. But it will let you know if the world is rich enough for you to run long campaigns.
http://rpg.drivethrustuff.com/product/109403/Shaintar-Legends-Arise-(Players-Guide)