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<blockquote data-quote="NewJeffCT" data-source="post: 1024811" data-attributes="member: 10784"><p>What I like best about Kalamar is that it is very easily adaptable to any campaign style you want to run. Yes, by default, it is low magic. But, we have run two long term campaigns in Kalamar. One was very low magic and by the book. The second was very high magic campaign where the PCs ended up challenging a couple of gods well into epic levels (after starting off at level 1) </p><p></p><p>There are not a lot of special rules/alternative systems where it would behoove everybody in the group to spend hours studying. All you need are the 3 core rulebooks and the Campaign Setting. Heck, the players do not need more than their Player’s Handbook.</p><p></p><p>And, each chapter contains information on a region, and within that region, each nation and the major cities and areas within those nations. Each writeup comes with several plot hooks that can be developed into a long term campaign.</p><p></p><p>Yes, there are other good worlds out there (Midnight & Scarred Lands come to mind) but, they are themed worlds. You basically have to play by certain rules to get a true feel for the world. In Kalamar, the world is a well organized blank slate upon which the players and the DM can create. The sourcebook is an outline that leaves it up to you to fill in the detail... The geography also makes sense and has not been warped by 90th level archmages blasting each other thousands of years ago. </p><p></p><p>In the Forgotten Realms, even if you play without Elminster, Khelben, Drizzt and the others, they are still lurking out there. In Kalamar, your PCs can become the most powerful people in the world. I think there is one epic level NPC in the campaign sourcebook, and he is level 21.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 1024811, member: 10784"] What I like best about Kalamar is that it is very easily adaptable to any campaign style you want to run. Yes, by default, it is low magic. But, we have run two long term campaigns in Kalamar. One was very low magic and by the book. The second was very high magic campaign where the PCs ended up challenging a couple of gods well into epic levels (after starting off at level 1) There are not a lot of special rules/alternative systems where it would behoove everybody in the group to spend hours studying. All you need are the 3 core rulebooks and the Campaign Setting. Heck, the players do not need more than their Player’s Handbook. And, each chapter contains information on a region, and within that region, each nation and the major cities and areas within those nations. Each writeup comes with several plot hooks that can be developed into a long term campaign. Yes, there are other good worlds out there (Midnight & Scarred Lands come to mind) but, they are themed worlds. You basically have to play by certain rules to get a true feel for the world. In Kalamar, the world is a well organized blank slate upon which the players and the DM can create. The sourcebook is an outline that leaves it up to you to fill in the detail... The geography also makes sense and has not been warped by 90th level archmages blasting each other thousands of years ago. In the Forgotten Realms, even if you play without Elminster, Khelben, Drizzt and the others, they are still lurking out there. In Kalamar, your PCs can become the most powerful people in the world. I think there is one epic level NPC in the campaign sourcebook, and he is level 21. [/QUOTE]
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