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Give Me Three Reasons to Play Mystara/Known World
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<blockquote data-quote="Remathilis" data-source="post: 6521954" data-attributes="member: 7635"><p>1.) Just the Basics: The world isn't designed to have a lot of unique or special elements to it. It thrives on Dwarves, Elves, Fighters, Magic-users. Sure, later books introduced unique races and classes, but the vast majority of the world was built out of the core elements of the game. </p><p></p><p>2.) Richly detailed, if you don't mind inconsistencies: Mystara has a lot of "X is like Y culture, but magical" elements to it. Ylarum is fantasy Arabia, Norworld is fantasy Iceland, Thaytia is fantasy Rome (time shifted to middle ages). That makes working with most of the material fairly easy, once you adapt the "fantasy" element to it. On the other hand, it does suffer from the "fantasy Arabia is neighbors with fantasy Iceland and fantasy Rome" element; its a collection of distinct cultures that seem to have sprang up without contact from its neighbors. </p><p></p><p>3.) The Unexpected: This will seem like a contradiction of 1, but there is a LOT of unexpected things in Mystara (and commonly expected things left out). This is due to its Basic roots again. Still, most PCs raised on AD&D and Realms have never seen a lightning zombie, an onyx dragon, or a thoul and won't know what to expect. Likewise, some classic monsters of D&D lore (drow, most planar beasts, etc) don't exist or have altered lore. Its really a good look at an "alternate" vision of D&D's cannon when it comes to that.</p><p></p><p>If I could add a fourth, it'd be that Mystara always felt High Fantasy. Knights and castles, lords an servants, etc. It seems very suited to that classic image of a knight on horseback with a lance striking a dragon to save a princess; except add in a cleric (who doesn't serve a deity, but an ideal), a mage, and a rogue with him. In that regard, its a hybrid of Dragonlance's epic romanticism and Realm's heroic adventure paradigms.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6521954, member: 7635"] 1.) Just the Basics: The world isn't designed to have a lot of unique or special elements to it. It thrives on Dwarves, Elves, Fighters, Magic-users. Sure, later books introduced unique races and classes, but the vast majority of the world was built out of the core elements of the game. 2.) Richly detailed, if you don't mind inconsistencies: Mystara has a lot of "X is like Y culture, but magical" elements to it. Ylarum is fantasy Arabia, Norworld is fantasy Iceland, Thaytia is fantasy Rome (time shifted to middle ages). That makes working with most of the material fairly easy, once you adapt the "fantasy" element to it. On the other hand, it does suffer from the "fantasy Arabia is neighbors with fantasy Iceland and fantasy Rome" element; its a collection of distinct cultures that seem to have sprang up without contact from its neighbors. 3.) The Unexpected: This will seem like a contradiction of 1, but there is a LOT of unexpected things in Mystara (and commonly expected things left out). This is due to its Basic roots again. Still, most PCs raised on AD&D and Realms have never seen a lightning zombie, an onyx dragon, or a thoul and won't know what to expect. Likewise, some classic monsters of D&D lore (drow, most planar beasts, etc) don't exist or have altered lore. Its really a good look at an "alternate" vision of D&D's cannon when it comes to that. If I could add a fourth, it'd be that Mystara always felt High Fantasy. Knights and castles, lords an servants, etc. It seems very suited to that classic image of a knight on horseback with a lance striking a dragon to save a princess; except add in a cleric (who doesn't serve a deity, but an ideal), a mage, and a rogue with him. In that regard, its a hybrid of Dragonlance's epic romanticism and Realm's heroic adventure paradigms. [/QUOTE]
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