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Thoughts on Kalamar
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<blockquote data-quote="UVTiO2" data-source="post: 2891528" data-attributes="member: 25987"><p>Bear with me, folks. I've registered here a long time ago, but never posted. Lurked some, but this is the first time speaking in the public forum. I've been playing Kalamar for D&D3.0/3.5 since 2002. I haven't always had a regular group, but I've always enjoyed the setting. Someone mentioned there isn't a single, defining hook. And I agree. That's what makes it so great. There's no all-encompassing 'war of heroes/gods/dragons/demons/toasters' in which the PCs are but pawns and spectators. There's no outrageous geographical or magical environmental issues that require a whole new set of rules (disclaimer: I LOVED Dark Sun...) And, perhaps most important to me as a DM, a player, and a freelance writer, the publishers of the Kalamar setting will NOT advance the timeline of the setting. That's right, what you read in the Campaign Sourcebook is what the company is devoted to. There will be none of the stuff that killed (for me, anyway) Forgotten Realms or Dragonlance, where something gets published in a future supplement or, worse, a novel, that completely invalidates some aspect of the setting. </p><p></p><p>In Kalamar, the players are the stars of their own games. There are no uber-NPCs waiting to come in and save the world and steal the spotlight. The PCs don't sit back and watch, or play some peripheral role in a larger story. They ARE the story.</p><p></p><p>Your games are what you make them--for good or bad. In the hands of a good DM, any setting can be fantastic. In the hands of a mediocre DM, well, we've all see what that can do... In the hands of a bad DM, the experience can turn you off any setting, no matter how great it is.</p></blockquote><p></p>
[QUOTE="UVTiO2, post: 2891528, member: 25987"] Bear with me, folks. I've registered here a long time ago, but never posted. Lurked some, but this is the first time speaking in the public forum. I've been playing Kalamar for D&D3.0/3.5 since 2002. I haven't always had a regular group, but I've always enjoyed the setting. Someone mentioned there isn't a single, defining hook. And I agree. That's what makes it so great. There's no all-encompassing 'war of heroes/gods/dragons/demons/toasters' in which the PCs are but pawns and spectators. There's no outrageous geographical or magical environmental issues that require a whole new set of rules (disclaimer: I LOVED Dark Sun...) And, perhaps most important to me as a DM, a player, and a freelance writer, the publishers of the Kalamar setting will NOT advance the timeline of the setting. That's right, what you read in the Campaign Sourcebook is what the company is devoted to. There will be none of the stuff that killed (for me, anyway) Forgotten Realms or Dragonlance, where something gets published in a future supplement or, worse, a novel, that completely invalidates some aspect of the setting. In Kalamar, the players are the stars of their own games. There are no uber-NPCs waiting to come in and save the world and steal the spotlight. The PCs don't sit back and watch, or play some peripheral role in a larger story. They ARE the story. Your games are what you make them--for good or bad. In the hands of a good DM, any setting can be fantastic. In the hands of a mediocre DM, well, we've all see what that can do... In the hands of a bad DM, the experience can turn you off any setting, no matter how great it is. [/QUOTE]
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