WayneLigon
Adventurer
Failed Saving Throw said:One has never played D&D before, and he and another player have never gamed in a campaign that uses magic.
Wow, that is pretty weird. WFRP uses magic, so they have played in a system that uses it. Or did they not play in that campaign. Or you mean, they just don't play magic using characters? I literally cannot think of more than a couple things they ever could have played and not been in a campaign that used magic.
Really, I'd just say 'None of you are willing to run, and I am; let's try 3.5.' Help them through character creation, keeping their choices simple and clear cut. Shoot, if you decide to use point buy just have them describe a class and what they want in the way of stats... and you build their characters to hand out to them the first night. Do a couple combats and gradually ramp up some of the extra rules (OK, in this encounter I'm going to show you how sneak attacks work).
Don't bother trying to simulate or convert Al-Quadim. Really, most of the class/magic changes weren't all that great and virtually everything else is still the same as the rest of AD&D. The desert environment stuff you can get from other sources, or use common sense and wing it. The stuff in the DMG should be enough for that.
The cool thing about Al-Quadim is the setting. If you want a far better Arabian Knights themed sourcebook, look at Tales of the Caliphate Nights. It gives you a ton more setting info than Al-Quadim ever did, so use it for background info and adventure seeds, the Al-Quadim maps, and maybe a few tweaks to classes... and you're ready to go.