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Kingdoms of Kalamar
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<blockquote data-quote="Azgulor" data-source="post: 4775095" data-attributes="member: 14291"><p>First: Additional book recommendations.</p><p></p><p>1. The previously mentioned Goods and Gear.</p><p>2. Divine Masters - excellent sourcebook of the Kalamar gods and pantheons.</p><p></p><p>Second: Campaign Experiences</p><p>Kalamar has been the setting for my campaign for 4 years now. There are few settings that can beat it from an internal consistency standpoint, the campaign setting book is literally filled with campaign seeds, and the Atlas is the gold-medal standard of campaign cartography.</p><p></p><p>Aside, from that, the Kalamar setting does the "GM heavy lifting" that adds to the richness of the campaign leaving me free to focus on the "fun GM workouts" - namely adventures, NPCs, locales, and integrating the PCs into the world.</p><p></p><p>Now some knock the setting for having less flash/sizzle or lacking a setting gimic than some other settings. However, while I can appreciate the appeal of flashier settings or those with a strong theme, my personal experience is that they lack staying power. Much like Greyhawk, Kalamar supports a very wide range of play styles.</p><p></p><p>Someone earlier said magic was almost an afterthought. My view of it from the GM-chair is that it's far easier to add more magic in than it is to remove it from a setting. Kalamar can support low-magic Game of Thrones style play, classic swords-n-sorcery ala Conan, or standard High Fantasy D&D.</p><p></p><p>Also, there's no metaplot. The campaign timeline advances as I see fit. NPCs, even powerful ones, are supporting cast rather than competition for the PCs' star-status.</p><p></p><p>It also does a superior job of dealing with mature issues such as slavery, social classes, and the integration of a pantheistic religion into society. Too often, these kinds of topics are hand-waved away. Nothing prevents you, as the GM, from ignoring any or all of these facets - but the foundation material is there is you want to use it.</p><p></p><p>Good luck with it and have a blast!</p></blockquote><p></p>
[QUOTE="Azgulor, post: 4775095, member: 14291"] First: Additional book recommendations. 1. The previously mentioned Goods and Gear. 2. Divine Masters - excellent sourcebook of the Kalamar gods and pantheons. Second: Campaign Experiences Kalamar has been the setting for my campaign for 4 years now. There are few settings that can beat it from an internal consistency standpoint, the campaign setting book is literally filled with campaign seeds, and the Atlas is the gold-medal standard of campaign cartography. Aside, from that, the Kalamar setting does the "GM heavy lifting" that adds to the richness of the campaign leaving me free to focus on the "fun GM workouts" - namely adventures, NPCs, locales, and integrating the PCs into the world. Now some knock the setting for having less flash/sizzle or lacking a setting gimic than some other settings. However, while I can appreciate the appeal of flashier settings or those with a strong theme, my personal experience is that they lack staying power. Much like Greyhawk, Kalamar supports a very wide range of play styles. Someone earlier said magic was almost an afterthought. My view of it from the GM-chair is that it's far easier to add more magic in than it is to remove it from a setting. Kalamar can support low-magic Game of Thrones style play, classic swords-n-sorcery ala Conan, or standard High Fantasy D&D. Also, there's no metaplot. The campaign timeline advances as I see fit. NPCs, even powerful ones, are supporting cast rather than competition for the PCs' star-status. It also does a superior job of dealing with mature issues such as slavery, social classes, and the integration of a pantheistic religion into society. Too often, these kinds of topics are hand-waved away. Nothing prevents you, as the GM, from ignoring any or all of these facets - but the foundation material is there is you want to use it. Good luck with it and have a blast! [/QUOTE]
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