Woas said:
I have some questions if you don't mind.
Not at all.
First question is: Is there a 3.5 compatible version of Kingdoms of Kalamar out? I've only been playing D&D for a little over a year. Basically that means that I started about 3 months before 3.5e Revised came out. I was a player in a 3e game for about those three (more like 2) months, then 3.5e came out and I really started to get gung-ho about D&D and bought the books. Thus, all my books are of the latest editions.
The Campaign Setting Sourcebook is 99% detail on the lands of Tellene. The rules are the remaining 1%. These are, also, just some minor rules tidbits - regional horses, a magic item or two, and so on. So the fact that those rules are version 3.0 shouldn't worry you in the least.
Second: I've read all the previous posts. What I have become the most interested in KoK about is the phrase "based on realism" I keep reading. How is KoK based on "realism"? How isn't any other campaign setting based on realism? Is this not a "fantasy" game?
There are several reasons why the KoK setting feels realistic - languages, politics, terrain, and so on are all intertwined, and based in some manner or another on reality. The more you adventure in Tellene, the more it feels like a real place. In fact, one of the things I beat into the writer's heads is that nothing happens without a logical reason. The explanation is never "that’s just the way it is," or "it's magic – it doesn't have to make sense."
Of course, this doesn't mean that magic and monsters are ignored - they're a significant part of the setting. They're just not thrown in without thinking.
This may help.........
The Kingdoms of Kalamar setting describes the world of Tellene, a vibrant world alive with rich characters, imminent danger, complex intrigue and exciting adventure, all awaiting your shaping hand. This robust world consists of many detailed lands and cultures, both human and humanoid, that are rife with adventure possibilities. On Tellene, fantastic creatures roam the wilderness, evil clerics worship evil deities hell-bent on destruction and the dead rise again to spread terror throughout the world. Complex political alliances mix with marauding bands of humanoids and medieval technology and culture come face to face with magic and the fantastic. Tellene combines the best of a realistic medieval world with all the elements of fantasy you have come to enjoy. While nearly any campaign setting suffices for a single adventure, your characters will find the Kingdoms of Kalamar setting to be an engaging game world to explore long after the novelty of the “tourist bazaars” has worn thin.
The underlying strength of the Kingdoms of Kalamar setting comes from its geo-historical basis. The maps feel right because they are right, at least from a standpoint of verisimilitude. The continents, lakes, rivers, forests and other geographical features all follow examples from the real world. This attention to detail clearly shows a setting built from the ground up, from the direction of the prevailing winds to the plate tectonics. No glaciers lie in the middle of warm lakes nor huge jungles in temperate latitudes. The Kingdoms of Kalamar setting becomes the invisible backdrop for the real action: you.
The player character becomes the real hero of any D&D game. You rescue the princess and you recover the stolen Whatzit for Lord So-and-So. You shape the campaign world through your actions, not the other way around. Tellene, like few other campaign settings before it, offers you the opportunity to be a world-shaper. Life in Tellene grows from ordinary men and women with extraordinary courage and resolve. This setting gives you the information you need to allow your players to become one of those people. But fear not, for all the detail and background history that this setting provides add depth to your adventures without confining them. The Kingdoms of Kalamar setting allows you to be the author of your own destiny by providing the scenery but not the story.
Of course, player characters cannot be everywhere at once. The world continues moving even when they spend weeks exploring long forgotten ruins or dark forests somewhere. Evil cults spread their influence throughout a small town. A village succumbs to a mysterious disease. A band of humanoids halts merchant routes between two cities. Villains even kidnap princesses when heroes are not around to do anything about it. What happens then? Well, sometimes the princess escapes, but more often the Vicelord has his way with her. For the NPCs of Tellene are not inept, else they would not be worthy (or successful) villains. A world full of morons is no place to live. The good, the bad and even the so-so must transpire in the campaign in order to make the party’s heroic deeds exceptional. After all, if every person on the block is a superhero, nobody stands out.
The Kingdoms of Kalamar setting is designed to enhance your D&D experience by providing a realistic backdrop for your character. Every type of person you could imagine lives somewhere on Tellene. In fact, that’s one of the reasons the Kingdoms of Kalamar setting is such an enjoyable world to play in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that he or she will have an important place in the world of Tellene.
The Kingdoms of Kalamar setting also provides a realistic, dynamic world for your character. Every sort of adventure can be found on the continent of Tellene. Whether you dream of finding great riches in the bellies of mountains or ridding the desert of undead abominations, the Kingdoms of Kalamar setting provides the where and the how, all the while maintaining a commitment to realism that lets you experience your character’s adventures in the most satisfying ways.
In the Kingdoms of Kalamar setting, your character has a chance to stand out. In fact, you have a chance to be the greatest character in the campaign world. But greatness is different for every individual. While you may dream of conquering the continent and bringing peace and prosperity to its people, others may wish for the ultimate in scholarly or magical achievement. What sets the Kingdoms of Kalamar setting apart is its ability to give you the opportunity to do all this and more without sacrificing continuity or common sense. Here you are presented with the opportunity to become great. Realizing that opportunity, however, requires skill, effort and a little bit of luck.
Third: This kind of relates to the first question about being 3.5 compatible. I believe I read in a previous post that KoK uses the 3 Core D&D books as the 'rules' of the game. The actually Campaign Book is mainly Fluff, back-story and information for a DM or Player to create a better world. Not world specific rules, classes races and feats (i.e.: Crunch). Maybe I'm imagining this. Could you tell me how true this is? I have become very attached to the Core books, and do not like the idea of buying new "Campaign setting Handbooks" (i.e.: Forgotten Realms).
I think my first response answers this. There are additional books, of course, such as the Kingdoms of Kalamar Player's Guide, Dangerous Denizens: the Monsters of Tellene, and dozens of other supplements and adventures. However, none of these are required. Our supplements are designed to enhance your gaming experience by providing more detail on certain aspects of the world, and tying your characters more strongly to it.
The only books you need to have are the KoK campaign setting sourcebook, and the three Core books - the PHB, DMG and MM. Everything else is optional.
I guess I'll leave it with those three for now. I thank you in advance for any answers and help you can give me.
No problem! Feel free to ask anything.
FYI, folks, I'll be away at the Origins gaming con in Columbus, Ohio, all this week. I won't be back until next Monday the 28th. In the meantime, feel free to try and answer each others' questions to keep this thread alive!
- Mark