Nightfall said:Not to dissuade you Mike or to say Kenjib is wrong, but it's far from just premade plots and "meta-plotting" for the Scarred Lands It's true that there is a kind of overall theme but that's not to say you can't run your stuff. I do, I know Lars does, and plenty of the SL fans. Heck we already had one in the Plots and Places had a slightly altered version of the Apocalypse Stone adventure. You can add or subtract as much as you want, without hurting the overall feel. Plus the fact it's not about good or evil, really. The titans aren't any more evil or good than some Cthulthuian gods. Heck I've contemplated several times running with a bunch of Golthainite druids and/or Slitheren characters. Or for that matter LE Charduni working with Paladins to defeat a potent evil. Now that's not to say you couldn't do that in Kalamar, but most people in the Scarred Lands don't look twice about having such combo work. The gods of all stripes worked together to forge a tenous but workable relationship.
Then there is the magic system. I mean how cool is to make a signature sorcerer? Easily if you got the right bloodline. Scion feats, one of the best ideas from the Scarred Lands, also plays an important role in this. Or perhaps you want more reason for a wizard to work with the gods. Cabalism might be to your speed. Plus the fact with a LOT of wilderness to cover, druids and rangers, even barbarians play a more significant role. This isn't to say the Scarred Lands has near the low level feel as Kalamar, but with true rituals, ritual magic system, few people walking around with lots of rings, wands and stuff, there are options. I know I use them.
As for where to start, if you're Dming, you best get SLCS:Ghelspad, as that's the core for most good Dms. You can follow it up with either the Divine or Defeated or Relics and Rituals. Either book will do.
I hope this will make you reconsider. (Also you got little ole me.)
Hello Nightfall. How have you been? I didn't mean to imply that you can only run either setting one way. Just as you could run your own plotlines in Scarred Lands and ignore the titan/god war completely if you wanted, you could also stick to the built-in hooks of Kalamar, such as the lost heir to the Emperor's throne and the secret organization that may, or may not, be sheparding him. With Scarred Lands however, you would be losing much of the charm of the setting because most of the setting material revolves around this topic. With Kalamar, the results would be epic, but not world-shatteringly apocolyptic like you could create with Scarred Lands. You can do anything with any setting if you have enough time and motivation on your hands, but the different settings are more conducive to certain things.
Or for that matter LE Charduni working with Paladins to defeat a potent evil. Now that's not to say you couldn't do that in Kalamar, but most people in the Scarred Lands don't look twice about having such combo work. The gods of all stripes worked together to forge a tenous but workable relationship.
Having evil groups work with good groups out of self-interest is not the same as thinking outside of alignment altogether. In Kalamar, the goals of most groups are more material -- power, self preservation, wealth. Evil and good is not even relevant and they might worship numerous several gods at the same time. For example Kabori, Emperor of Kalamar, is intentionally left unstatted in the book. Due to the complexity of his political situation he could easily be written up as lawful good, lawful neutral, or lawful evil. He seeks political and military hegemony. Is this a megalomaniacal drive for power and control, or is it a noble drive to reclaim the glory of the fallen Empire, bringing order and stability to a war torn world? Is the spread of empire a good thing or a bad thing? The answer probably depends on if you are a Kalamaran citizen or a conquered dwarven subject from Karasta, fighting for freedom. As a DM, you are free to interpret the moral and ethical implications of this situation for yourself, rather than being told one way or the other. In that way they echo similar themes that we must deal with in the real world today.
Scarred Lands presents bold depictions of a universe where areas and groups can be defined as good and evil in broad brushstrokes. This can be a very appealing tool in storytelling, ala Tolkein's Lord of the Rings. Moral ambiguity is not always a good thing. Some people like to escape into a realm where they can valiantly vanquish the forces of evil and save the world from darkness, unrestrained by the web of judgement and relativity that confuses our daily lives in the real world. IMO Scarred Lands is much better at this type of thing than Kalamar is.
Also, I don't think it's a matter of either setting "winning", but rather giving Mike the info he needs to decide for himself based on preference. These are both very high quality settings with lots of fans, but they follow fairly divergent design philosophies and cater to different types of games.
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