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<blockquote data-quote="bento" data-source="post: 3113108" data-attributes="member: 36597"><p>I'd second the suggestion for Kitsunemore, if nothing else than to give you some fresh ideas that you might not have considered. It has three new magic systems - charms, geomancy and kitsune magic, as well as a fairly detailed setting. It has great adventure plot hooks and keeps the action is an isolated valley on a Japanese-like island. </p><p></p><p>I bought the 3rd ed OA book and wasn't impressed with Rokugan. It feels like your in the middle of someone else's story. The storyline has been worked on in the CGC game Legend of the Five Rings, with established factions and groups who have a long history. </p><p></p><p>Personally I'm running an OA campaign using 1st edition OA (Kara-Tur) as a backdrop, but with homebrew groups and storylines. The Kara-Tur setting gives me nations, cities and governments, but leaves a lot of territory blank, so I feel very free to scribble in what I want. It's a very large setting, covering mythical lands representative nations of just about every existing asian nation, so I think it's much easier to get players into it. </p><p></p><p>Want a kung-fu adventure with monks defending a monestary against Yuan Ti? Put it in Tu' Lung. Samurais and ninjas defending the warlord's honor? You have Wa and Kozakura. Barbarians invading over the Great Dragon Wall? Horse Plains and Shou' Lung. And so forth.</p><p></p><p>If you're interested in the Kara-Tur setting, you can pick up the pdf box set from Paizo.com or rpgnow.com for about $5. It's almost all fluff, so you don't feel like you're wasting money on classes and monsters that you'll have to cover to 3.5 ed.</p><p></p><p>As for classes - I recommend using the 3.5 versions that were updated in the Complete Series (Adventurer, Arcane, Divine, Warrior). </p><p></p><p>Anyway, just dabble a little and check out what your players have in mind before plunking down some cash for a setting.</p></blockquote><p></p>
[QUOTE="bento, post: 3113108, member: 36597"] I'd second the suggestion for Kitsunemore, if nothing else than to give you some fresh ideas that you might not have considered. It has three new magic systems - charms, geomancy and kitsune magic, as well as a fairly detailed setting. It has great adventure plot hooks and keeps the action is an isolated valley on a Japanese-like island. I bought the 3rd ed OA book and wasn't impressed with Rokugan. It feels like your in the middle of someone else's story. The storyline has been worked on in the CGC game Legend of the Five Rings, with established factions and groups who have a long history. Personally I'm running an OA campaign using 1st edition OA (Kara-Tur) as a backdrop, but with homebrew groups and storylines. The Kara-Tur setting gives me nations, cities and governments, but leaves a lot of territory blank, so I feel very free to scribble in what I want. It's a very large setting, covering mythical lands representative nations of just about every existing asian nation, so I think it's much easier to get players into it. Want a kung-fu adventure with monks defending a monestary against Yuan Ti? Put it in Tu' Lung. Samurais and ninjas defending the warlord's honor? You have Wa and Kozakura. Barbarians invading over the Great Dragon Wall? Horse Plains and Shou' Lung. And so forth. If you're interested in the Kara-Tur setting, you can pick up the pdf box set from Paizo.com or rpgnow.com for about $5. It's almost all fluff, so you don't feel like you're wasting money on classes and monsters that you'll have to cover to 3.5 ed. As for classes - I recommend using the 3.5 versions that were updated in the Complete Series (Adventurer, Arcane, Divine, Warrior). Anyway, just dabble a little and check out what your players have in mind before plunking down some cash for a setting. [/QUOTE]
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