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<blockquote data-quote="Skade" data-source="post: 732646" data-attributes="member: 3320"><p>He posts many fine and compelling points. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>I currently own everything Scarred Lands. Relics and Rituals I, and II get the most use of any books on my shelf.</p><p></p><p>I guess it depends on the themes of the game you want to run. SL seems to lend itself to more dire circumstances. It is a world in the magical equivalent of post-apocalypse. It is not a pretty place. Civilization hangs on by a thread, and what does remain seems to be threatened by a very ambitious, conquesting king. My games run in the setting all seemed very anti-heroic. They fought because they had to, not for some overwhelming sense of good. Well, except for the Madrielite Paladin. Hunt: Rise of Evil lends itself to an ususual semi-historic feel. Every culture is recongizale for its historic antecedent, and it helps roleplay to some extent. When you place these altererd visions, several centuries apart next to one another, changed by fanatsy and gaming conventions, you end up with a very fluid world. I found that horror was easier to get across in this game world than certain others.</p></blockquote><p></p>
[QUOTE="Skade, post: 732646, member: 3320"] He posts many fine and compelling points. :D I currently own everything Scarred Lands. Relics and Rituals I, and II get the most use of any books on my shelf. I guess it depends on the themes of the game you want to run. SL seems to lend itself to more dire circumstances. It is a world in the magical equivalent of post-apocalypse. It is not a pretty place. Civilization hangs on by a thread, and what does remain seems to be threatened by a very ambitious, conquesting king. My games run in the setting all seemed very anti-heroic. They fought because they had to, not for some overwhelming sense of good. Well, except for the Madrielite Paladin. Hunt: Rise of Evil lends itself to an ususual semi-historic feel. Every culture is recongizale for its historic antecedent, and it helps roleplay to some extent. When you place these altererd visions, several centuries apart next to one another, changed by fanatsy and gaming conventions, you end up with a very fluid world. I found that horror was easier to get across in this game world than certain others. [/QUOTE]
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