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<blockquote data-quote="kenjib" data-source="post: 798236" data-attributes="member: 530"><p>All you need is the Campaign Setting book. It was designed to be almost game system-independent, so there are very few rules in it. It pretty much sticks to detailing the setting in depth.</p><p></p><p>If you want more, the Kalamar Player's Guide would probably be the next book you'd want to get. It has all the rules stuff that the campaign setting book doesn't -- new classes, race descriptions, religious canons, and various new rules for use in the setting. It also has a really great selection of feats that really helps to put more of a focus on roleplay instead of combat compared to the core books.</p><p></p><p>After that, it depends on what kind of stuff you like. The Atlas is crack for map-lovers and a really fantastic tool. The Kalamar DM screen is the utterly uncontested king of the DM screen market (24 fold out panels). The Villain Design Handbook has really great advice on creating memorable and highly nuanced villains that defy stereotype but there are a couple of iffy rules in it. Geanavue is a great homebase type city filled with political intrigue but a pretty safe place to hang your hat (and adventure out into the surrounding lands from there). There's a sourcebook on orcs that is supposed to be really good from what I've heard. There are also a good number of really high quality modules.</p><p></p><p>Coming soon is a monster book, a book on Hobgoblins (hobgoblins are a playable race in Kalamar, and have two kingdoms), a book on Tellene's pirates, a regional book on the swamplands of the Empire, and hopefully soon, the Most Complete Guide to Arms and Equipment, which WotC is holding approval for (Kenzer and WotC have a special D&D licensing deal that requires Kenzer stuff to go through quality control both in-house and at WotC - not sure what's going on there with this book).</p><p></p><p>The campaign setting and player's guide are the big ones though.</p><p></p><p>EDIT: Hey! You guys ninja-posted me!!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="kenjib, post: 798236, member: 530"] All you need is the Campaign Setting book. It was designed to be almost game system-independent, so there are very few rules in it. It pretty much sticks to detailing the setting in depth. If you want more, the Kalamar Player's Guide would probably be the next book you'd want to get. It has all the rules stuff that the campaign setting book doesn't -- new classes, race descriptions, religious canons, and various new rules for use in the setting. It also has a really great selection of feats that really helps to put more of a focus on roleplay instead of combat compared to the core books. After that, it depends on what kind of stuff you like. The Atlas is crack for map-lovers and a really fantastic tool. The Kalamar DM screen is the utterly uncontested king of the DM screen market (24 fold out panels). The Villain Design Handbook has really great advice on creating memorable and highly nuanced villains that defy stereotype but there are a couple of iffy rules in it. Geanavue is a great homebase type city filled with political intrigue but a pretty safe place to hang your hat (and adventure out into the surrounding lands from there). There's a sourcebook on orcs that is supposed to be really good from what I've heard. There are also a good number of really high quality modules. Coming soon is a monster book, a book on Hobgoblins (hobgoblins are a playable race in Kalamar, and have two kingdoms), a book on Tellene's pirates, a regional book on the swamplands of the Empire, and hopefully soon, the Most Complete Guide to Arms and Equipment, which WotC is holding approval for (Kenzer and WotC have a special D&D licensing deal that requires Kenzer stuff to go through quality control both in-house and at WotC - not sure what's going on there with this book). The campaign setting and player's guide are the big ones though. EDIT: Hey! You guys ninja-posted me!!! ;) [/QUOTE]
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