KirayaTiDrekan
Adventurer
Over in this thread, [MENTION=2067]Kamikaze Midget[/MENTION] asked for folks to provide three reasons to play D&D 5E in the World of Greyhawk. I thought it would be nifty to do the same thing with the other settings. So, going roughly by order of when they appeared on the market...
If you had to boil down the reasons to play Mystara/Known World instead of any other D&D setting and present it to someone fairly new to the game (say, a few months' experience) and present it in a list of 3 things, what would you say these are?
What makes Mystara different than other settings? What does it offer that you can't get in other official settings in the D&D pantheon? What can you do with it? What makes it better at those things? What are the "selling points" of Mystara?
Note that we're not too concerned about the history and the context and the Proper Nouns. In this hypothetical, that doesn't add much. We'll be more interested in what we can actively do with the setting -- in how a Mystara experience is different from any other D&D experience.
What say ye?
If you had to boil down the reasons to play Mystara/Known World instead of any other D&D setting and present it to someone fairly new to the game (say, a few months' experience) and present it in a list of 3 things, what would you say these are?
What makes Mystara different than other settings? What does it offer that you can't get in other official settings in the D&D pantheon? What can you do with it? What makes it better at those things? What are the "selling points" of Mystara?
Note that we're not too concerned about the history and the context and the Proper Nouns. In this hypothetical, that doesn't add much. We'll be more interested in what we can actively do with the setting -- in how a Mystara experience is different from any other D&D experience.
What say ye?