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<blockquote data-quote="Lyxen" data-source="post: 8455796" data-attributes="member: 7032025"><p>They had way more than that (because D&D does not recognise SIZ as a stat like RQ does, but for example look at the agimori in RQ - which are clearly the local equivalent of massai although non-human as they have the fire rune - their stats are STR 3d6+6 / CON d4+14 / SIZ 3D6+6 compared to standard human 3d6 / 3d6 / 2d6+6, much more than a simple +1) compared to other ethnicities of the area, which allowed them to develop their influence and culture in certain ways where other ethnics and cultures were pushed out of the way and had to adapt their own. They did not need magical powers, they had superb stats and great adaptation to their grassland environment, whereas completely different cultures and ethnicities flourished for completely opposite reasons in the dense areas of jungle.</p><p></p><p></p><p></p><p>Maybe it was the sandbox aspect that pleased you, because it was in a sense more open that for example Borderlands. But if you look at the interesting article that you referenced, what they praise is a "complete" setting in a box, because it is comprehensive and almost (you mentioned Cults of Chaos but I think meant Cults of Terror, and for the Lunars, it's probably the Seven Mothers which are in Cults of Prax) self-sufficient.</p><p></p><p>But I love city adventures and location based one where there is a lot of development, so Borderlands is really the perfect campaign for me, it has all of that and also really nice scenarios that pit culture against culture, religion against religion, etc. with the undercurrents of economics and survical, followed by Pavis and the Big Rubble, a fantastic City (Hmmmm, Griselda) and playing ground (where, it's mostly for antagonists to play with your mangled remains).</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8455796, member: 7032025"] They had way more than that (because D&D does not recognise SIZ as a stat like RQ does, but for example look at the agimori in RQ - which are clearly the local equivalent of massai although non-human as they have the fire rune - their stats are STR 3d6+6 / CON d4+14 / SIZ 3D6+6 compared to standard human 3d6 / 3d6 / 2d6+6, much more than a simple +1) compared to other ethnicities of the area, which allowed them to develop their influence and culture in certain ways where other ethnics and cultures were pushed out of the way and had to adapt their own. They did not need magical powers, they had superb stats and great adaptation to their grassland environment, whereas completely different cultures and ethnicities flourished for completely opposite reasons in the dense areas of jungle. Maybe it was the sandbox aspect that pleased you, because it was in a sense more open that for example Borderlands. But if you look at the interesting article that you referenced, what they praise is a "complete" setting in a box, because it is comprehensive and almost (you mentioned Cults of Chaos but I think meant Cults of Terror, and for the Lunars, it's probably the Seven Mothers which are in Cults of Prax) self-sufficient. But I love city adventures and location based one where there is a lot of development, so Borderlands is really the perfect campaign for me, it has all of that and also really nice scenarios that pit culture against culture, religion against religion, etc. with the undercurrents of economics and survical, followed by Pavis and the Big Rubble, a fantastic City (Hmmmm, Griselda) and playing ground (where, it's mostly for antagonists to play with your mangled remains). [/QUOTE]
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