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<blockquote data-quote="fuindordm" data-source="post: 8970327" data-attributes="member: 5435"><p>First of all, thanks to [USER=6790260]@EzekielRaiden[/USER] for navigating a difficult subject with grace and patience, and dare I say touching hearts and minds? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Regarding AD&D OA, the best parts of that book were the new character classes and spells. The classes did a good job of exploring new design space and painting in very broad strokes their societal role in the implied setting; the spells felt very different from the PH spells and did a good job of divorcing the magical traditions, especially divine magic, from western tropes. </p><p></p><p>Other parts of the book, like the honor subgame, were, as my daughter likes to say, "pure cringe". </p><p></p><p>Yes, it was an inelegant pastiche and guilty of stereotyping Asian elements out of context. It also had some good ideas that are salvageable (like most art).</p><p></p><p>I have no love or nostalgia for Kara-Tur. But I would enjoy reading and playing in an Eastern pastiche setting that has pseudo-Shinto shukenga and pseudo-Taoist wu jen, that has nations inspired not just by feudal Japan but also China, Korea, Thailand, Laos, India, and Indonesia; and that doesn't try too hard for historical accuracy but respectfully describes fictional lands and cultures that are clearly inspired by their historical analogs.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 8970327, member: 5435"] First of all, thanks to [USER=6790260]@EzekielRaiden[/USER] for navigating a difficult subject with grace and patience, and dare I say touching hearts and minds? :) Regarding AD&D OA, the best parts of that book were the new character classes and spells. The classes did a good job of exploring new design space and painting in very broad strokes their societal role in the implied setting; the spells felt very different from the PH spells and did a good job of divorcing the magical traditions, especially divine magic, from western tropes. Other parts of the book, like the honor subgame, were, as my daughter likes to say, "pure cringe". Yes, it was an inelegant pastiche and guilty of stereotyping Asian elements out of context. It also had some good ideas that are salvageable (like most art). I have no love or nostalgia for Kara-Tur. But I would enjoy reading and playing in an Eastern pastiche setting that has pseudo-Shinto shukenga and pseudo-Taoist wu jen, that has nations inspired not just by feudal Japan but also China, Korea, Thailand, Laos, India, and Indonesia; and that doesn't try too hard for historical accuracy but respectfully describes fictional lands and cultures that are clearly inspired by their historical analogs. [/QUOTE]
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