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Give Me Three Reasons to Play Mystara/Known World
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<blockquote data-quote="Iosue" data-source="post: 6521949" data-attributes="member: 6680772"><p>1. Glorious inconsistency. On one continent you have your typical faux-medieval Europe, elves, dwarves, faux Mongols, faux Vikings, and faux Arabia. And a kingdom of halflings. To the south you have a Lost World island. It's not your typically built fantasy world. The real world influences are not even hidden. Everything's jumbled together. It feels like a world built through D&D play, not a pre-made world D&D has been calqued onto.</p><p></p><p>2. It was designed for the original D&D, so it's designed for exploration. There are huge areas that are essentially unfinished, waiting for your adventurers to fill them out. It really fits well with sandbox play. Unlike other settings, it doesn't really have a genre. It's not heroic fantasy like FR and DL, it's not sword & sorcery like GH and DS, it's not horror like RL, not D&D...in Spaaace like SJ, not just one flavor like Kara-Tur, Al-Qadim, or Maztica, not themed like BR and PS. It's like Gozer the Gozarian -- whatever you want it to be.</p><p></p><p>3. Unlike FR, DL, and GH, TSR put it out there and then <em>left it alone</em>. No novels, no big shake-ups, no fast-forwarding of timelines. The biggest change was the intro of the Hollow World, which didn't mess with people's games. You can start where everyone did and immediately make it your own.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6521949, member: 6680772"] 1. Glorious inconsistency. On one continent you have your typical faux-medieval Europe, elves, dwarves, faux Mongols, faux Vikings, and faux Arabia. And a kingdom of halflings. To the south you have a Lost World island. It's not your typically built fantasy world. The real world influences are not even hidden. Everything's jumbled together. It feels like a world built through D&D play, not a pre-made world D&D has been calqued onto. 2. It was designed for the original D&D, so it's designed for exploration. There are huge areas that are essentially unfinished, waiting for your adventurers to fill them out. It really fits well with sandbox play. Unlike other settings, it doesn't really have a genre. It's not heroic fantasy like FR and DL, it's not sword & sorcery like GH and DS, it's not horror like RL, not D&D...in Spaaace like SJ, not just one flavor like Kara-Tur, Al-Qadim, or Maztica, not themed like BR and PS. It's like Gozer the Gozarian -- whatever you want it to be. 3. Unlike FR, DL, and GH, TSR put it out there and then [i]left it alone[/i]. No novels, no big shake-ups, no fast-forwarding of timelines. The biggest change was the intro of the Hollow World, which didn't mess with people's games. You can start where everyone did and immediately make it your own. [/QUOTE]
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Give Me Three Reasons to Play Mystara/Known World
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