Hamunaptra: Egyptian Adventures

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

If all the requisite "Ancient Egyptian" elements -- deserts, river economies, scattered city-states, etc. -- weren't there, you wouldn't have a "cultural setting product." The topography is precisely as it needs to be in order to have the desired effect on the aesthetic. :)

BigFreekinGoblinoid said:
-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...

First, what more would you have liked from the "boxed set format" besides three books and a full-color, fold-out map? How could we have better taken advantage of the format, aside from putting in adventure maps (as there were no adventures to map). Second, two out of the three books in the set are PC-oriented. Only the Book of Law contains DM-only material.

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

The setting is deeply rich in plot hooks and story seeds. The idea was for any DM worth his salt to be inspired with at least one campaign idea after having read through and digested the material in the set. Also, there is a sample adventure for use with the setting, and it's being made available for free on the Green Ronin website. Hopefully, that'll help you get a better idea of how to run the setting. :)

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

Ari said what had to be said about this. Even if the lack of mechanical alterations to a couple core classes wasn't to your particular taste, how the classes themselves are different from their standard fantasy counterparts is absolutely need-to-know stuff for anyone wanting to play in this type of setting, especially considering the specifics of this setting in particular.

BigFreekinGoblinoid said:
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.

There's a whole host of new monsters in Book Three, as well as a discussion on what existing monsters are appropriate to the setting and how.

On a related note, it's folks like you who have the power to get to see more of what you want out of Hamunaptra. If sales warrant, you could very well see supplements before too much longer, possibly including an adventure.

Happy gaming.

--
CAS
 

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Toll Carom said:
Also, there is a sample adventure for use with the setting, and it's being made available for free on the Green Ronin website. Hopefully, that'll help you get a better idea of how to run the setting. :)

There is? There will be? What? Huh?

Nobody tells me nothin'. How am I supposed to pimp properly if I don't know the merchandise? ;)

On a related note, it's folks like you who have the power to get to see more of what you want out of Hamunaptra. If sales warrant, you could very well see supplements before too much longer, possibly including an adventure.

Oh, yeah. If C.A. and I get to do the adventure we want to do... Boy, howdy. :D
 

I just got my copy yesterday, after looking forward to it for a long time: kudos to you for designing a great product, which will probably see much use in my campaign. I especially liked the way you used the standard D&D races/classes within the "new" cultural context, as well as all the excellent fluff :). I love the boxed set format, BTW.
 

Ryltar said:
I especially liked the way you used the standard D&D races/classes within the "new" cultural context, as well as all the excellent fluff :).

Thanks for saying so. :) Glad to see some folks are getting along with the whole approach of the setting. :)

--
CAS
 

I'm planning on picking this up as a resource for the "Egypt" in my homebrew. Got a question on the classes, though. I've seen a couple comments on them being similar to PHB classes but not. So...how well would these mesh with the PHB classes?
 

Curse You Green Ronin

I picked up my copy of Hamunaptra last week or so and am quite happy after a casual perusal. I like the "new" classes as well as the new prestige classes. The thing that struck me most was the quality and appropriate feel of the artwork. That said, curse you all...

I've been growing my miniatures collection (to handle most any gaming situation- and spending a fair amount of cash in the processptian like miniatures (well, actually I have one). Now, you ahve driven me to go out and pick up some of the excellent Wargods of Aegyptus miniatures. Their line includes a limited number of humans, some figs that will make passable dwarves, and others that will serve quite well as gnolls. Now if only I could find some Egyptian elves to further deplete my savings.

Chad
 

Ankh-Morpork Guard said:
I'm planning on picking this up as a resource for the "Egypt" in my homebrew. Got a question on the classes, though. I've seen a couple comments on them being similar to PHB classes but not. So...how well would these mesh with the PHB classes?

If you're talking about balance, they should mesh just fine. Subject to a few minor exceptions, where the culture/setting called for it, we made every effort at making sure that each "new" class was pretty much 100% equal to the one it was based off it. (Some, in fact, changed only in flavor, with no mechanical tweaks at all.)

If you mean how well do they mesh as far as interaction, the answer is they mesh as well as anyone with different cultural backgrounds/expectations can be expected to, in a pre-modern setting. ;)
 

Mouseferatu said:
If you're talking about balance, they should mesh just fine. Subject to a few minor exceptions, where the culture/setting called for it, we made every effort at making sure that each "new" class was pretty much 100% equal to the one it was based off it. (Some, in fact, changed only in flavor, with no mechanical tweaks at all.)

The sorcerer gets a bit more bite IIRC. (Of course, I think it NEEDS a bit more bite).
 

Mouseferatu said:
If you're talking about balance, they should mesh just fine. Subject to a few minor exceptions, where the culture/setting called for it, we made every effort at making sure that each "new" class was pretty much 100% equal to the one it was based off it. (Some, in fact, changed only in flavor, with no mechanical tweaks at all.)

If you mean how well do they mesh as far as interaction, the answer is they mesh as well as anyone with different cultural backgrounds/expectations can be expected to, in a pre-modern setting. ;)
It was more a rules mechanics question. Thanks :) Now need to scrounge up some many to pick this up.
 

my review

I got my copy last week, and have been devouring it!

Let me start first by saying how I would have made the product different:

1. The "Book of Gates" could have used a section on the Egyptian Underworld -actually this was a must and I'm confused that it didn't get included. I also expected to find a break-down of the multi-part Egyptian soul in the game, but this was lacking. A depiction of the Dream World would have been really super cool too, though I understand it being left out.

2. I felt the setting changes to the core classes could have been reduced to five pages simply detailing how they are viewed in society and simple modifications. Entirely rewriting the core classes was wasted space. However, if all of the classes had received a treatment like the wildwalker, i.e. power-lists-now-chose (like Szatany's ultimate classes on the wizards of the coast website), that would have been really hot and worth it! :)
Instead of redoing the core classes, there could have information on occupations (a la d20 modern), more egyptian-themed feats, and expanded equipment options. I also would have liked to see the up-side to true names, as in sharing them with a trusted ally who, if speaking your true name to you grants you ability to re-test a failed compulsion save or something like that...

3. The Commerce section needed a standards of trade table (a la Nyambe), and perhaps more information on just how "Pharaoh owns everything" looks in the game. Also, mope information on the economics of Khemtian slavery would have been appreciated.

4. Each city-state could have been given a "rumors & lore" section (a la "Land of Fate" boxed set for Al-Qadim). This could have been really juicy and replaced the "100 adventure ideas for Khemti" table which I found lacking.

5. I would have changed the monster section. Where's the bennu bird (phoenix)? What about a mummy? How about egyptian griffons? The ba fentu is very cool, but feels more Dune-esque and doesn't seem to fit the setting. I also would have cut out the Ka'aru and replaced it with an Egyptian djinn.

6. The magic system (despite how much I love what you did) should have incorporated a way for any character to wield spells. There are many examples in Egypt of people casting spells they learned from priests. I realize this breaks down the d20 class system, but I still feel a spell skill system could have been implemented, perhaps using the space created by cutting the core classes.

7. I expected a map of each of the Kingdoms (at least Lower and Upper Khemti). This is what the Al-Qadim boxed sets did: one overview map, and then three maps zooming in on specific regions. Why wasn't this done? Is what TSR did with Al-Qadim not economically feasible in the market today?

That said, I really, REALLY liked this product. I especially liked the interweaving of history with fantasy throughout the dynasties. The secret societies and prestige classes seemed to be well thought out and enhanced the setting. Also, the art on the cover of the Book of Days is just beautiful, Jennifer Myer has such a great feel for the mysticism of ancient Egypt. I also liked the idea of the oases being linked to magic. In fact, the whole feel of magic was just rocking, and the spell section was cool - I kept wishing there were more spells. ;) Also, the sphinxes were done really well.

Thanks to the whole team for the great product!
 
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