So, who else has bought GURPS Banestorm?

Jürgen Hubert said:
As long as they observe the Five Pillars of Islam, there is no reason why they shouldn't be. Of course, the politics involving them might get ugly - wizards wanting to hush them up, the local ruler wanting to use them against their enemies...

And of course, the Shiite/Sunni division causes plenty of problems in modern-day Iraq - and these problems might continue on Yrth.

The Iraqis themselves will likely want power of their own, even introduce democracy seeing as it's proving popular back home. With their weapons and their knowledge they would be a force to reckon with.

At the same time, they're likely to find a few changes in the local Islam. Interpretations of the Koran and the traditions that differ, often radically, from mainstream Islam. Please note that the differences between Sunni and Shia are political, not religious. The two may find they have more in common with each other than with the people they wind up among.

In any case, somebody's going to want to take advantage of them. Lots of plotting and manipulation. Do any of them show a talent for magic? Are any subject to divine revelation? Which ones follow the old tradition of Mohammed's inherent perfection, and which follow the new tradition that Mohammed was a fallible man, and so introduced error into God's Word when he transcribed it?

And how are the non-humans likely to react?
 

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I liked this setting when it was published the first two times, even though I never had a chance to actually play it.

I'll probably buy this just to read it. The setting is pretty cool. :)
 

I've been involved in two Yrth games, both of which were pretty successful.

The first was a Rolemaster game set in the standard 2e Yrth setting. We were based in Tredroy (sp?) and had quite a bit of fun with it.

The thing that I like most about the whole Yrth/Banestorm setting is that it's easy for people to wrap their heads around. "It's like medieval earth, but with elves and magic".

The other game was a Yrth 1100 mini campaign that I ran for a while using D&D 3e. Yrth 1100 was a concept that was written up in an issue of Pyramid. Basically the PCs are members of a british village that gets swept up in the original banestorm in 1100 AD. They then have to help the village survive in a strange new world. This too was great fun!

Looks like I will be picking up this new version!
 

mythusmage said:
The Iraqis themselves will likely want power of their own, even introduce democracy seeing as it's proving popular back home. With their weapons and their knowledge they would be a force to reckon with.

They are lacking the neccessary infrastructure to maintain their force for long, though. And remember that armies are never structured democratically - especially in a time of crisis. The CO gives orders, and if the force is disciplined, the soldiers will obey in all but the most extraordinary circumstances.

In the end, it will depend on what the officer corps wants - whether it is democracy or a dictatorship with them in charge. The alternative is that the unit will disintegrate, with squads aligning themselves individually to different faction - a situation likely leading to civil war.

At the same time, they're likely to find a few changes in the local Islam. Interpretations of the Koran and the traditions that differ, often radically, from mainstream Islam. Please note that the differences between Sunni and Shia are political, not religious.

Well, I know at least one Sunni Muslim who has described Shiites as a "sect". I'm not so sure they will get over it...

In any case, somebody's going to want to take advantage of them. Lots of plotting and manipulation. Do any of them show a talent for magic? Are any subject to divine revelation? Which ones follow the old tradition of Mohammed's inherent perfection, and which follow the new tradition that Mohammed was a fallible man, and so introduced error into God's Word when he transcribed it?

That "new tradition" is new to me. All Muslims I've heard talking about the subject consider the Quran the literal word of God.
 

Laslo Tremaine said:
Looks like I will be picking up this new version!

Some of my favorite parts:

- A "big secret" regarding the center of power in Megalos that will have far-ranging consequences for the country.
- The Secret of the Djinn is revealed!
- And finally, a description of Sahud that makes sense!
 


Jürgen Hubert said:
And of course, the Shiite/Sunni division causes plenty of problems in modern-day Iraq - and these problems might continue on Yrth.

If memory serves, that division appeared in previous incarnations of this setting.

Also, I think it was established that the wizards were pefectly aware of the "original" Earth, they just didn't care about it (why should they? no magic.) And that in the event of a crossover, they'd descend upon the Earthlings with firearms and basically say "Welcome to Yrth, we're taking your guns"
 

BiggusGeekus said:
If memory serves, that division appeared in previous incarnations of this setting.

Yup - and it mostly manifested in their acceptance of magic, with the Sunnites being much more accepting of it (which didn' sit well with my Sunni co-worker...).

Also, I think it was established that the wizards were pefectly aware of the "original" Earth, they just didn't care about it (why should they? no magic.)

Well, they mostly saw it as a dangerous source of new ideas and technologies - besides, they have a hard time getting there (a -25 penalty on Plane Shift will do that to you...).

And that in the event of a crossover, they'd descend upon the Earthlings with firearms and basically say "Welcome to Yrth, we're taking your guns"

No, they use a slightly different procedure:

"That's a fascinating story, Mister Morrison. Now, if you would please look at the tip of this wand..."

FLASH

"There are no such things as 'rifles', 'cars', 'planes' or similar things on Earth. Technology and society on Earth are just like here, with the exception that there was no magic over there..."
 

Jürgen Hubert said:
- And finally, a description of Sahud that makes sense!
This is definitely good news!

One of my least favorite things about Yrth has always been the goofy, silly, inscrutable, Sahudeese. Why make a cool, interesting, consistent setting and then put in an area of unbridled silliness? I'm very glad they have fixed this!
 

Laslo Tremaine said:
This is definitely good news!

One of my least favorite things about Yrth has always been the goofy, silly, inscrutable, Sahudeese. Why make a cool, interesting, consistent setting and then put in an area of unbridled silliness? I'm very glad they have fixed this!

Well, they are still pretty much inscrutable to most foreigners. But there is a method to their behaviour, and it's explained quite well in the book.

And frankly, to anyone who knows the basics of some Asian cultures the general Sahudese behaviour becomes perfectly understandable; it's the Christian Megalan foreigners who have problems understanding it all, since their society is so alien...
 

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