D&D 5E Kara Tur vs Tarkir vs Kamigawa vs Plane of Mountains and Seas vs Ikoria

It is true that it is part of the Forgotten Realms, but I don't think that anyone needed to be convinced about that.

It's also the only Asian themed D&D setting, and no as far I'm concerned Rokagun doesn't count, WotC doesn't own it anymore and James Wyatt who did Rokagun D&D conversion for 3e admits that using Rokagun instead of Kara Tur was a mistake and a bad idea that came from the suits. It did get a tie in 3e update in Dragon Magazine 315 and even a partial 4e update in Dragon Magazine 404,where we learn things like Kara Tur Rune Priests, That Shou Lung fought a war with the Feywild, and so on.
 

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There's two questions that do kinda bear on the answer, as i see it.

First is 'what brings a bigger audience to D&D'? Will the Asian-inspired MtG settings really bring MtG fans to the game who weren't already in because of Ravnica etc? Nobody outside D&D has ever heard of Kara-Tur. Everyone who's into Rokugan already knows about D&D. Is there another option? Is there some popular fantasy anime series, or Chinese fantasy TV series, or novel series, or something similar that could be used and could possibly interest a wider audience beyond existing D&D fans? I honestly have no idea what's out there in the Chinese/Japanese/etc media world, but if I were WotC I'd be looking for something like that to use as the 'base' setting for my Asian-inspired sourcebook rather than redoing another old gaming property.

(My assumption is that most hardcore D&D fans will buy the thing regardless what world setting it's put in, just to mine it for ideas and mechanics. So I think WotC can safely roll the dice on a relatively unknown-in-the-West IP to try to bring in a new audience)

Second question - is what do people want the actual mechanical content of the book to be? Personally I'd be looking for a bunch of PC races/monsters etc from various Asian mythologies, character options inspired by the same etc. But the inevitable problem is that if you do mine real-life myth for this sort of thing, you either end up with all these characters and critters running around in a nebulous kitchen-sink 'fantasy-Asia' or you end up with relatively transparent fantasy analogs of real-life historical nations. Both of which options are going to annoy people. But so is, for instance, putting out an 'Oriental Adventures' book with no ninja or hopping vampires.

Also, if I look at my older-edition 'Oriental Adventures' etc material - 5e already covers most of the class archetypes they focus on. (I'm assuming here that any 5e designers working in this space will have better sense than to design stuff like the 1e bushi, which is basically 'fighter, but more Asian!') and use the perfectly good existing rulesets when adaptable. Fighters and rogues work anywhere. Monks are a straight ripoff of wuxia anyway. A ninja is an assassin rogue. The sort of unarmoured shaman/monsterhunter/scholar type that's such a mainstay of Chinese fantasy films is a unfulfilled niche in 5e admittedly. Mechanically, a katana is just a longsword, so is a jian, a tetsubo is a maul, etc. A PC yeti race is mechanically just a goliath with hair. A specialised martial arts system on top of the already abstracted D&D melee combat system is asking for trouble imho and I don't think has ever been done well. There's really not a huge amount of major mechanical additions i can see the need for (again, I'm not really an expert on the mythology etc). Do you focus instead on how the existing D&D toolkit is used, by showing how it binds to a specific setting? If so, you circle straight round into the setting question, and the 'mish-mash generic Asian' vs 'rip-offs of real cultures' vs 'I just bought an Oriental Adventure book and it has no ninjas in it, wtf?' dilemma again...
For all of this: I actually think you can still get a book out of it. It would just be closer in content-balance to SCAG than Xanathar's.

Lots of gazetteer-type stuff about the setting: people, politics, history, weird places to have adventures in, et al. The meat of the book will just be introducing and explaining the setting to people. This is also the part that needs the most sensitive editing, but there's a lively DnD community in Japan to tap to get that part right, and it shouldn't be too hard to find people for the other parts.

In the near-back you'd have 20-25 pages of new player options: some of which will be variants (ie official unarmored cleric) and refluffing advice, but you'd probably add a couple subclasses and some spells and backgrounds. maybe a weapon or two (neither nunchaku nor kusari-gama are well represented in the current rules) - not much, but some. If you want to make sure it sells, add a new base class for shugenza.

The main difference between this new book and SCAG would be monsters: SCAG added zero, this book will need quite a few. 50+ pages, most likely. But you can't do the theme with stats for kappa and White Snake Lady.

Of course, this would be just as true for any specific setting they pick: it's not an argument for Kara-Tur so much as a rough plan for an Oriental Adventures book for 5e.
 

It's also the only Asian themed D&D setting, and no as far I'm concerned Rokagun doesn't count, WotC doesn't own it anymore and James Wyatt who did Rokagun D&D conversion for 3e admits that using Rokagun instead of Kara Tur was a mistake and a bad idea that came from the suits. It did get a tie in 3e update in Dragon Magazine 315 and even a partial 4e update in Dragon Magazine 404,where we learn things like Kara Tur Rune Priests, That Shou Lung fought a war with the Feywild, and so on.
But is it really an Asian-themed D&D setting if it's just part of the Realms setting? :unsure:
 

The Moonshae Isles are a fantasy version of the British Isles
Amn is based on Inquisition-era Spain
Cormyr is based on an idealized version of Medieval France
Chessenta is based on Ancient Greece
Sembia is based on Renaissance-era Italy
Vaasa is a fantasy version of Finland
Rashemen is a fantasy version of Russia.

I don't even know where to start with this. Good grief. Cormyr is certainly not "Medieval France" in any way. You can make a strong case for "generic medieval chivalric fantasy Western Europe", but that's about it.

The Moonshae Isles are pretty much "Celtopia", and not based on the British Isles as much as vague 1980s notions of "Celtic Identity", but there's a lot of other random nonsense going on as well (including pirates and vikings).

Amn's basic concept definitely owes a bit to late 1400s Spain but it's all over the place, it's not sure whether it's Moorish or Christian-style Spain, for example, with nods to both but leaning distinctly Moorish in aesthetic and so on, there's no sign of an inquisition-equivalent that I'm aware of, and the political structure, names, and general way it operates have very little in common any real-world place.

I could go on. You keep saying "fantasy version" and that's just totally misleading. "Loosely inspired by some limited aspects of" is not a "fantasy version. The Empire in Warhammer Fantasy is an actual "fantasy version" of The Holy Roman Empire (equally Tilea = Italy, Bretonnia = Arthurian France and so on). These are like they stole a few cultural elements and then filled in the rest with crazy Forgotten Realms stuff. They're not "Fantasy versions" in any meaningful sense.
 


I added the Plane of Mountains and Seas to the title because I remembered MtG had one more Asian Themed setting, this one actually made by Asians, but it suffers from it's own breed of issues.
 

First is 'what brings a bigger audience to D&D'?

I mean, this is the big question and I think the answer is "no". As far as I'm aware, no game, video or otherwise, has benefited in Asia from bringing in a fantasy version of Asia to that game. WoW was extremely careful with it's fantasy-China with Pandaria, didn't offend the Chinese government or populace, or the like, but did it make WoW bigger in China? No it had pretty much zero impact.

If you look at Korea or Japan, the interest in fantasy seems to primarily be in Western-style fantasy. I don't think anyone in either country is not playing 5E, or would become excited to play 5E, because it had some vague mish-mashy "Asian fantasy" bit added, especially not if it was as much of a terminal mish-mash as Kara Tur.

What about in the West then, would it help here? I'm pretty skeptical. It might sell okay, but I think that depend more on the subclasses and so on that they added and how cool they were.

Even if it was worth it, I think starting over is better than attempting to use Kara Tur. Try and get it right for once.
 

I don't even know where to start with this. Good grief. Cormyr is certainly not "Medieval France" in any way. You can make a strong case for "generic medieval chivalric fantasy Western Europe", but that's about it.

The Moonshae Isles are pretty much "Celtopia", and not based on the British Isles as much as vague 1980s notions of "Celtic Identity", but there's a lot of other random nonsense going on as well (including pirates and vikings).

Amn's basic concept definitely owes a bit to late 1400s Spain but it's all over the place, it's not sure whether it's Moorish or Christian-style Spain, for example, with nods to both but leaning distinctly Moorish in aesthetic and so on, there's no sign of an inquisition-equivalent that I'm aware of, and the political structure, names, and general way it operates have very little in common any real-world place.

I could go on. You keep saying "fantasy version" and that's just totally misleading. "Loosely inspired by some limited aspects of" is not a "fantasy version. The Empire in Warhammer Fantasy is an actual "fantasy version" of The Holy Roman Empire (equally Tilea = Italy, Bretonnia = Arthurian France and so on). These are like they stole a few cultural elements and then filled in the rest with crazy Forgotten Realms stuff. They're not "Fantasy versions" in any meaningful sense.

I'll point out that over time the Kara Tur nations diverged from just being Fantasy Asian nations as well, such as gaining Spelljammer tech (show me the ancient nation state that had magical space craft!), a war with the Feywild, the Spellplague, and other weird stuff.

FR does also have a Kara Tur expats Faerun nation that is not a fantasy Asian nation, but more like a mixture of all of them (because it was created from a mixture of Kara Tur refugees, but with influences from Faerun nations and it's feline indigenous inhabitants), which is Nathlan, which has both Kara Tur and Faerunian religions for example, although the Faerunian Religions have Asian tralpings there.
 

I'll point out that over time the Kara Tur nations diverged from just being Fantasy Asian nations as well, such as gaining Spelljammer tech (show me the ancient nation state that had magical space craft!), a war with the Feywild, the Spellplague, and other weird stuff.

Sure, but I think that raises the question again of "Why Kara Tur as it's own thing"? What would Kara Tur, specifically, add, that an original or MtG-based setting couldn't? They've barely filled out the 5E FR beyond the Sword coast (unlike in 2E), so I don't think there's a desperate thirst for more FR stuff. And if it's just a random assortment of typically bonkers and forgettable FR nations, which are basically mostly "Typical FR, only now wearing a different hat!", what's even the point? Where's the peculiarly exciting adventures that could be had there? And so on.

I think with an actual world, not a region in the FR, it becomes a lot easier to answer those questions, a lot easier to do grand-scale stuff. And I think, given the age-profile of D&D, we can probably safely assume the percentage of D&D players who both know what Kara Tur is and are excited to have a 5E version in the single digits.
 



A little info on Nathlan.
 

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