JoeBlank said:Anyone disagree with BiggusGeekus on KoK?
I do. It's a great setting. The world is finely crafted. It can be less accessible than some of the other settings because there is not really a hook to it (post-apocalypse, steampunk, etc.). Instead, it is just a finely crafted world that holds together very well. There are intricate strings of causality that you can take advantage of.
The main points:
1. Human-centered. Non-humans are pushed into corners of the world and often under siege. Humans really dominate this world. If you are a big fan of non-humans you might find information on them to be a little lacking. If you like non-humans to be a little more exotic and perhaps mysterious than in typical D&D then Kalamar can help.
2. Great political details. Things that happen in one part of the world can reverberate throughout other regions in a really intricate way and there are really tense and complicated political relationships between various groups to be played out. Kalamar has the most complex politics of any d20 setting I've seen.
3. Flexible magic level. You can run it very low magic or you can run it standard magic levels. High magic would be a stretch but is possible.
4. Rich cultures. The various human cultures that have spread across the world have very distinct identities. It's not the standard feudal europe or stuff and more attention seems to be paid to cultural factors than most settings.
5. Believable world designed from the bottom up. Things work right, from geology to cultural migrations to economy etc. This allows you to make assumptions about the world based on real world principles. I feel that many worlds just don't hold together in this regard. It can sometimes be hard to interact with a world that has arbitrary and/or careless cause-effect relationships. This is not really a problem with Kalamar.
6. Highly flexible. Instead of telling you what type of story to run, it provides a structure for you to run just about any kind of campaign, from gritty , sprawling, super-urban to swashbuckling pirates, to tomb robbing, to wilderness exploration, to all kinds of different types of wars and political intrigues, to wars with the evil humanoid hordes, to struggles against evil priests or slavers or warlords etc. All of this can be placed against a backdrop of several different cultural milieus and types of societies as well (tribe, empire, kingdom, colony, frontier, anarchy, etc.).
Many people think that it's a boring read. I don't, but enough people say it that you should take it into account. However, this is a sourcebook for a campaign world, not a novel. All of the little pedantic details make for a more coherent, interrelated, and detailed world. Are you buying a campaign setting to read while you sit on the pot, or are you buying a campaign book to bring a campaign world to the table when it's time to tell a story? In the end you need something that gives you the tools to make your storytelling easier, right?
Check out the Kalamar Atlas.

The important thing is to check out the various settings and make sure you are getting the one that best suits your taste. There are a bunch of high quality settings out there. You need the one that does the things you want it to.
Last edited: