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Let He Who Is Without Sin Cast the First Magic Missile: Why Gygax Still Matters to Me
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<blockquote data-quote="occam" data-source="post: 9450780" data-attributes="member: 39815"><p>For those interested in Tian Xia as an East Asian analog setting but not familiar with it, I can add some commentary.</p><p></p><p>In general, I prefer Kara-Tur as a base setting for my own use. Overall, its adaptation of East Asia to a fantasy setting is fairly straightforward, which I know is one of the problems some folks have with it. ("Oh, great; two fantasy Japans from different points in history? And two fantasy Chinas from different points in history? And fantasy Korea, Tibet, Mongolia, etc.? LAME!") I get that, but its relatively close adherence to real-world geography and history is part of its appeal to me, as someone who became an Asian history buff largely <em>because</em> of the publication of <em>Oriental Adventures</em> and the subsequent Kara-Tur-based adventures.</p><p></p><p>Tian Xia takes some steps away from identifying with real-world regions and time periods, while remaining recognizably East Asian. It does that by leaning hard into the D&D-ness of things, including the modern "Mos Eisley Cantina" atmosphere, as some refer to it. For example, you have organized nations of bird-people (tengu), snake-people (nagaji), hobgoblins, aasimar, oni and giants, locathahs, and pseudo-Japanese elves, and lots of other PC races/species without nations of their own (kitsune, wayangs, ratfolk, dwarves, gnomes, etc.). There's also a nation run by a kraken and its boggard (frog-people) and kappa minions. And, like most of the world of Golarion, to the extent that Tian Xia can be related to the real world, it's in what would be considered a fairly late-stage historical period for a D&D setting: there are well-established transnational organizations (such as the ubiquitous Pathfinder Society), regular contact exists between Tian Xia and the Inner Sea Region, etc.</p><p></p><p>Both Kara-Tur and Tian Xia have similar amounts of setting support, although Kara-Tur still has a greater amount of adventure material published for it. Of course, you can adapt non-setting-specific adventures for either, although sticking closer to the real-world historical baseline can make doing that for Kara-Tur a little easier. (For example, it's pretty easy to adapt a lot of Rokugan material for Kara-Tur by stripping out the Rokugan-specific stuff, while the analog of Japan in Tian Xia would require a bit more effort from the DM to make things feel like they fit.)</p><p></p><p>One setting presents a human-centric analog of feudal East Asia with a relatively light veneer of fantasy; the other is a cosmopolitan multi-species modernist setting with very prominent fantasy elements. Which one is preferred is a matter of taste.</p></blockquote><p></p>
[QUOTE="occam, post: 9450780, member: 39815"] For those interested in Tian Xia as an East Asian analog setting but not familiar with it, I can add some commentary. In general, I prefer Kara-Tur as a base setting for my own use. Overall, its adaptation of East Asia to a fantasy setting is fairly straightforward, which I know is one of the problems some folks have with it. ("Oh, great; two fantasy Japans from different points in history? And two fantasy Chinas from different points in history? And fantasy Korea, Tibet, Mongolia, etc.? LAME!") I get that, but its relatively close adherence to real-world geography and history is part of its appeal to me, as someone who became an Asian history buff largely [I]because[/I] of the publication of [I]Oriental Adventures[/I] and the subsequent Kara-Tur-based adventures. Tian Xia takes some steps away from identifying with real-world regions and time periods, while remaining recognizably East Asian. It does that by leaning hard into the D&D-ness of things, including the modern "Mos Eisley Cantina" atmosphere, as some refer to it. For example, you have organized nations of bird-people (tengu), snake-people (nagaji), hobgoblins, aasimar, oni and giants, locathahs, and pseudo-Japanese elves, and lots of other PC races/species without nations of their own (kitsune, wayangs, ratfolk, dwarves, gnomes, etc.). There's also a nation run by a kraken and its boggard (frog-people) and kappa minions. And, like most of the world of Golarion, to the extent that Tian Xia can be related to the real world, it's in what would be considered a fairly late-stage historical period for a D&D setting: there are well-established transnational organizations (such as the ubiquitous Pathfinder Society), regular contact exists between Tian Xia and the Inner Sea Region, etc. Both Kara-Tur and Tian Xia have similar amounts of setting support, although Kara-Tur still has a greater amount of adventure material published for it. Of course, you can adapt non-setting-specific adventures for either, although sticking closer to the real-world historical baseline can make doing that for Kara-Tur a little easier. (For example, it's pretty easy to adapt a lot of Rokugan material for Kara-Tur by stripping out the Rokugan-specific stuff, while the analog of Japan in Tian Xia would require a bit more effort from the DM to make things feel like they fit.) One setting presents a human-centric analog of feudal East Asia with a relatively light veneer of fantasy; the other is a cosmopolitan multi-species modernist setting with very prominent fantasy elements. Which one is preferred is a matter of taste. [/QUOTE]
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