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Starting New Kalamar Campaign
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<blockquote data-quote="Wicht" data-source="post: 390296" data-attributes="member: 221"><p>Ok, first the negative aspects of Kalamar. Some people complain about the names. Personally its not a problem with me but some do. Secondly, it is a static setting. That means there is no sotryline other than what is in the campaign book, modules and that which you create. Again, with me this is not a problem, in fact its a bonus, but some people want a story arc created for them.</p><p></p><p>Now the positive. Any kind of campaign you want to run can be run in some place in Kalamar (horror, low magic, medium magic, high-magic, psionic, intrigue, mystery, dungeon delving, etc.) The campaign book is packed full of all sorts of interesting adventure seeds. Plus, the world was built in such a way that it does not feel thrown together, it feels like a dynamic world that makes some sense. The various races of humanity give each culture a nice feel.</p><p></p><p>The pantheon is well thought out and the different religious flavors amongst the churches is great (having the Kalamar Players guide only makes it better). Personally one of my favorite things about the world of Kalamar is the religions and the interactions of the different faiths.</p><p></p><p>The modules are some of the best out there and are worth grabbing just for the extras. Almost all of the Kalamar products are very good quality and the Players Guide is, as has been mentioned, almost a must buy IMO. </p><p></p><p>One last comment, the Campaign Guide is IMO good reading, but it can be a little heady. I would recommend first perusing it, then read the first chapter, the tenth chapter and then the rest of it bit by bit. The campaign guide is especially excellent at being a book you can go back to and, by reading only the section on a particular city or region, get plenty of ideas.</p></blockquote><p></p>
[QUOTE="Wicht, post: 390296, member: 221"] Ok, first the negative aspects of Kalamar. Some people complain about the names. Personally its not a problem with me but some do. Secondly, it is a static setting. That means there is no sotryline other than what is in the campaign book, modules and that which you create. Again, with me this is not a problem, in fact its a bonus, but some people want a story arc created for them. Now the positive. Any kind of campaign you want to run can be run in some place in Kalamar (horror, low magic, medium magic, high-magic, psionic, intrigue, mystery, dungeon delving, etc.) The campaign book is packed full of all sorts of interesting adventure seeds. Plus, the world was built in such a way that it does not feel thrown together, it feels like a dynamic world that makes some sense. The various races of humanity give each culture a nice feel. The pantheon is well thought out and the different religious flavors amongst the churches is great (having the Kalamar Players guide only makes it better). Personally one of my favorite things about the world of Kalamar is the religions and the interactions of the different faiths. The modules are some of the best out there and are worth grabbing just for the extras. Almost all of the Kalamar products are very good quality and the Players Guide is, as has been mentioned, almost a must buy IMO. One last comment, the Campaign Guide is IMO good reading, but it can be a little heady. I would recommend first perusing it, then read the first chapter, the tenth chapter and then the rest of it bit by bit. The campaign guide is especially excellent at being a book you can go back to and, by reading only the section on a particular city or region, get plenty of ideas. [/QUOTE]
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