Hamunaptra: Egyptian Adventures

Mouseferatu said:
If you really want them, however, it's simplicity itself to import them from any setting in which they exist (I think Forgotten Realms has them, and I know the Scarred Lands continent of Termana does). Just port 'em over, rename them something to do with Bast, and maybe tweak a few racial abilities.

Bah. I really think it's just because of your name, you know. ;)

Seriously, one can easily plug'n'play the Catfolk from Miniatures Handbook.

Brad
 

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Quickleaf said:
Also, are there any oasis cities modeled after the oases of Western Egypt? (Cause those are what my supplements cover :p )

Yeah, that would be interesting (well, at least to two of us ;) )... my players are headed somewhere like that in my current campaign...

Jason
 

I'm looking forwards to this with interest. Is this "Egyptian" setting ancient in tone and technology, or is it contemporary with standard D&D fantasy? My campaign features characters from a standard fantasy empire on a diplomatic mission to an Egypt-like nation. A lot of the science and magic is contemporary, but the traditions are ancient.
 

ptolemy18 said:
Yeah, that would be interesting (well, at least to two of us ;) )... my players are headed somewhere like that in my current campaign...

Jason

Well, there are numerous city-states, and several oasis-based sites. I think you'll find something at least comperable to what you're looking for. :)
 

Kilmore said:
I'm looking forwards to this with interest. Is this "Egyptian" setting ancient in tone and technology, or is it contemporary with standard D&D fantasy? My campaign features characters from a standard fantasy empire on a diplomatic mission to an Egypt-like nation. A lot of the science and magic is contemporary, but the traditions are ancient.

Khemti is a bronze-age society, based on the historical culture of Ancient Egypt. That doesn't mean, however, that other nations in the same world can't be more advanced. Ancient Egypt didn't co-exist with the Holy Roman Empire on Earth, time-wise, but assuming sufficient geographic isolation, they certainly could in a fantasy setting.
 
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cignus_pfaccari said:
Bah. I really think it's just because of your name, you know.

*laugh* You know... I hadn't thought of that. :)

cignus_pfaccari said:
Seriously, one can easily plug'n'play the Catfolk from Miniatures Handbook.

True enough. Indeed, Hamunaptra was designed in such a way as to allow that sort of thing with minimum difficulty. Be warned, though: The backstory presupposes a specific number of Divine Races, so any additions would probably be more similar in effect to, say, the Sobekhi than any of the primary PC races, such as the Esetiri or the Ptahmenu.

Happy gaming.

--
CAS
 


Whimsical said:
Dang it, I don't want egyptian dwarves and elves. I want dog and cat headed PC races.

Will be buying it anyway. I'm trying to persuade my ancient Egypt loving friend to run a Egyptian themed D&D game.

I felt this way too. I kind of imagined being able to use the miniatures from the Aegyptus mini game ( Beak headed men, Cat headed men, Dog headed men, Antler headed men etc... ) to represent the races here. That would have been so cool!

I did pick it up yesterday though, and these are my initial impressions. Brace yourself, as they are mostly negative so far.

-If this is a "cultural" setting product and not a historical one, then why is the geography basically lifted from the the World Atlas?

-This product does not really take advantage of the boxed format like it could have. Besdies the three booklets, there was only one other thing in the box, a small ( 4 page ) map, which easily could have been attached to a single book somehow. Also, there is not a book that has only PC info, and all the PC info, including PrC's etc... Some adventure MAP handouts would have been nice...

- No adventure. Show me how the setting is different by having different themes in a detailed example beyond a 100 adventure seeds idea table

- Way too much space and detail on new core classes that are basically 95% similar to the PHB classes.

WHAT I Liked ( so far - I'm sure I'll appreciate more in time with absorbtion )

-The art & Layout are upto the usual GR standards. I was less fond of some of the "softer" pieces

-The setting history is rich and flavorful, allowing detailed characther creation and plot hooks

-The attempt to cover the full pantheon of 27 dieties is appreciated

If I were to ever use this product to run a campaign I would definitely look to my copy of Necropolis to help fill the region with themed monsters.
 


BigFreekinGoblinoid said:
:p

But Dwarfs, Gnomes, Halflings, Elves, and Half -Elves - man! No one uses those !

:lol:

Not a valid comparison, though. Our intent/mandate from the very beginning was to take the core aspects of D&D, and alter them for an Egyptian theme/feel. If we were going to introduce new races, however, we didn't want to go with anything we felt was overdone.

I'm sorry you haven't been thrilled with it so far. We took many details of the geography from the real world because it fit, and there was no reason not to.

Adventure-wise, we felt that--given our space constraints--it was better to include as much cultural/mechanical/setting info as we could, rather than include a sample adventure. Design decision, had to go one way or the other.

Same with the classes. While some are only thematically different, most are mechanically different in some shape, form, or fashion. But even if they'd been 100% mechanically identical, we still would have focused on them. As you just said regarding adventures, a product like this needs to show people how things are different, and how to play them as such. Surely nothing's more integral to that than ways in which core classes have changed?

All that said, I don't want to come across as arguing the validity of your opinion. If Hamunaptra isn't your cup o', so be it. But there's a reason for every decision we made; all you have to do is ask. :)
 
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