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Thoughts on Kalamar
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<blockquote data-quote="Pjack" data-source="post: 6741543" data-attributes="member: 8641"><p>I love Kalamar! It was the setting our group used for years and years back in the 3.0/3.5 days. The Atlas is a thing of beauty.</p><p></p><p>I greatly prefer Kalamar to most other settings because it's so good at having a medieval feel while still being a D&D fantasy world. Generally, people distrust and fear arcane casters, and in most societies, the church (or a set of churches) dominates local politics. It's not so "realistic" that it's a dark and gritty slog, but it's not so fantastic that magic is commonplace and hum-drum. I like that there are hobgoblin kingdoms, and I especially like the entire region of Svimohzia (imagine ancient Africa advanced to the tech level of Rome).</p><p></p><p>The books do tend to be full of a lot of detail. ("These are the kinds of rice dishes they eat in this region.") I think the trick as a DM is to scatter the details here and there as flavor, but not hit players over the head with them. Look for ways to introduce those details as part of the action, rather than just reading the book to the players. ("The chase takes you through the inn's storeroom; bags of rice have been spilled everywhere.") Some of the adventures are railroady (I'm looking at you, Coin trilogy), but some are more open ended. I really want to run "Siren's Prize"; it looks like it could go several different ways.</p></blockquote><p></p>
[QUOTE="Pjack, post: 6741543, member: 8641"] I love Kalamar! It was the setting our group used for years and years back in the 3.0/3.5 days. The Atlas is a thing of beauty. I greatly prefer Kalamar to most other settings because it's so good at having a medieval feel while still being a D&D fantasy world. Generally, people distrust and fear arcane casters, and in most societies, the church (or a set of churches) dominates local politics. It's not so "realistic" that it's a dark and gritty slog, but it's not so fantastic that magic is commonplace and hum-drum. I like that there are hobgoblin kingdoms, and I especially like the entire region of Svimohzia (imagine ancient Africa advanced to the tech level of Rome). The books do tend to be full of a lot of detail. ("These are the kinds of rice dishes they eat in this region.") I think the trick as a DM is to scatter the details here and there as flavor, but not hit players over the head with them. Look for ways to introduce those details as part of the action, rather than just reading the book to the players. ("The chase takes you through the inn's storeroom; bags of rice have been spilled everywhere.") Some of the adventures are railroady (I'm looking at you, Coin trilogy), but some are more open ended. I really want to run "Siren's Prize"; it looks like it could go several different ways. [/QUOTE]
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