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Al-Qadim: Your input wanted!
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<blockquote data-quote="Quickleaf" data-source="post: 4470720" data-attributes="member: 20323"><p>I'm with you on most of that, Shemeska, especially no forced homogenization. To me a campaign setting is valuable because of the strong theme and atmosphere it evokes <em>different</em> from the core rules or other settings. I have a question about the setting flavor and atmosphere of AL-QADIM: What is the essential quality of AL-QADIM that needs to be preserved?</p><p></p><p></p><p>Eric, I tend to agree with you, but even many city-states had wicked secrets lurking in the backgrounds. Raiders seemed to be in every adventure, desert survival was difficult, shipwrecks were used to steer the story... It seems to me very much like a points of light settings as it was presented in the boxed sets, just there happened to be an empire in the background.</p><p></p><p></p><p>I've interpreted kits as builds. I hate the name "build", but I've managed to inject lots of roleplaying elements into them. It's worked quite well.</p><p></p><p></p><p>Thanks for mentioning that. Incongruity is exactly what I'm trying to avoid. I want the AL-QADIM conversion to present a tightly woven concept where everything really jives together.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4470720, member: 20323"] I'm with you on most of that, Shemeska, especially no forced homogenization. To me a campaign setting is valuable because of the strong theme and atmosphere it evokes [i]different[/i] from the core rules or other settings. I have a question about the setting flavor and atmosphere of AL-QADIM: What is the essential quality of AL-QADIM that needs to be preserved? Eric, I tend to agree with you, but even many city-states had wicked secrets lurking in the backgrounds. Raiders seemed to be in every adventure, desert survival was difficult, shipwrecks were used to steer the story... It seems to me very much like a points of light settings as it was presented in the boxed sets, just there happened to be an empire in the background. I've interpreted kits as builds. I hate the name "build", but I've managed to inject lots of roleplaying elements into them. It's worked quite well. Thanks for mentioning that. Incongruity is exactly what I'm trying to avoid. I want the AL-QADIM conversion to present a tightly woven concept where everything really jives together. [/QUOTE]
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