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General Tabletop Discussion
D&D Older Editions
[COMPLETE] Looking back at the limited series: Player's Option, Monstrous Arcana, Odyssey, and more!
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<blockquote data-quote="Voadam" data-source="post: 8628313" data-attributes="member: 2209"><p>Juh-KAN-dor for me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The Knorr are an interesting mix of Celts, Vikings, and American Indians with a strong emphasis on warrior societies. D&D can focus a lot on the casters and it was nice to see some options for the warriors. The hatred of wizardry, and particularly necromancy, ties into the 1e barbarian tradition of hating magic in a way that works a bit more as a D&D society, but it is still fairly tough to integrate into a normal D&D party, just like the awkward 1e barbarian flavor tradition.</p><p></p><p>I like Jakandor a lot. I got all three supplements in print when they came out and I got the PDFs but those have a big problem of no OCR. My main problems with Jakandor are the lower than standard 2e power level of the mage society so the cool kits and stuff integrated really poorly with standard D&D if you were not using Jakandor straight. The knorr concepts not working well with any wizardry is a second blow to using this stuff straight as part of a home campaign that is not centered on the island itself.</p><p></p><p>The Isle of War setup is pretty good on its own. The Knorr have arrived fleeing an apocalypse and are now colonizing the island, finding magical ruins with monsters and dangerous magic that represent threats that must be taken care of, and decadent hostile necromancer remnants of the local population. So lots of skeletons and zombie bad guys and dungeons to explore.</p><p></p><p>It is a bit tough to pick up and recontextualize as part of a bigger world and not just its own thing.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8628313, member: 2209"] Juh-KAN-dor for me. :) The Knorr are an interesting mix of Celts, Vikings, and American Indians with a strong emphasis on warrior societies. D&D can focus a lot on the casters and it was nice to see some options for the warriors. The hatred of wizardry, and particularly necromancy, ties into the 1e barbarian tradition of hating magic in a way that works a bit more as a D&D society, but it is still fairly tough to integrate into a normal D&D party, just like the awkward 1e barbarian flavor tradition. I like Jakandor a lot. I got all three supplements in print when they came out and I got the PDFs but those have a big problem of no OCR. My main problems with Jakandor are the lower than standard 2e power level of the mage society so the cool kits and stuff integrated really poorly with standard D&D if you were not using Jakandor straight. The knorr concepts not working well with any wizardry is a second blow to using this stuff straight as part of a home campaign that is not centered on the island itself. The Isle of War setup is pretty good on its own. The Knorr have arrived fleeing an apocalypse and are now colonizing the island, finding magical ruins with monsters and dangerous magic that represent threats that must be taken care of, and decadent hostile necromancer remnants of the local population. So lots of skeletons and zombie bad guys and dungeons to explore. It is a bit tough to pick up and recontextualize as part of a bigger world and not just its own thing. [/QUOTE]
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[COMPLETE] Looking back at the limited series: Player's Option, Monstrous Arcana, Odyssey, and more!
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