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UPDATE: this isn't greenlit : Jeff Grubb's Lost Mystara Sourcebook To Be Released
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<blockquote data-quote="The Glen" data-source="post: 8329914" data-attributes="member: 6800327"><p>I've been working on the Mystara 5E for years now. The setting doesn't translate into 5E well, because it's pretty nuanced as a setting. </p><p></p><p>Red Steel would need a complete rewrite, the legacies are hard to translate mechanically. Plus not sure how new players would handle the 'wear this magic amulet or else you mutate to death' part of Red Steel. The nations are either the Iberian themed baronies, or you've got the Franks and the Celts human nations. Fluffwise it's fine, but the rules would strain 5E's rules light approach.</p><p></p><p>Hollow World harkens to ancient times with Greeks, Egyptians, and Aztecs as the dominant empires. Heavy restrictions on magic, many spells aren't present and the driving theme about lack of free will and cultural stagnation might rub some the wrong way. On the other hand, lots and lots of dinosaurs.</p><p></p><p>The Known World has a few problem nations, but for different reasons. Ylaruam was an early attempt at nation-building but left everything outside of history and national government blank. No NPCs, no cities in any detail except a small village, everything was fill in the blank. Interesting concept, but didn't age well because it was the only one of its kind in the series. Ierendi had a lot of 80's pop culture references that aged out. Nine of the ten islands were played straight, but most people only remember the safari island with its fake adventures. Atruaghin is notorious for how incomplete it was. Five different allegories for various tribes, but hardly any real information on them. There's no government, no real NPCs, the nation even gets left out of its own timeline halfway through its own history. The author infamously had an impossible deadline, and the book suffered from it. I had to completely rewrite the entire nation to make it coherent.</p><p></p><p>The setting isn't going to sit well with some people. People have talked about colonialism but this is a setting where the largest empire on the continent is basically <em>Imperial Rome.</em> The beauty is that in all the different cultures, there is no nation that is a defined bad guy nation. Ethengar might be the villains in Glantri, but they are solid allies of Rockhome. There are villains in each nation, but they don't define the nation. The national stereotypes are of the fantasy versions of the nation. Thyatians are treacherous but practical. Darokinians are profit-driven but generous. Minrothadians are humorless but overachievers.</p><p></p><p>The setting is popular outside of the US because the gazetteers were translated into so many languages early on. The cultures included tend to be obscure, and the people of those cultures are delighted to have a culture that reflects them. Most of the people I talked to wanted their culture represented as heroic types, even if you had to fudge a bit on the historical accuracy. You do the research, and people will appreciate it. Change something too much and you've moved it away from what people liked about it in the first place.</p></blockquote><p></p>
[QUOTE="The Glen, post: 8329914, member: 6800327"] I've been working on the Mystara 5E for years now. The setting doesn't translate into 5E well, because it's pretty nuanced as a setting. Red Steel would need a complete rewrite, the legacies are hard to translate mechanically. Plus not sure how new players would handle the 'wear this magic amulet or else you mutate to death' part of Red Steel. The nations are either the Iberian themed baronies, or you've got the Franks and the Celts human nations. Fluffwise it's fine, but the rules would strain 5E's rules light approach. Hollow World harkens to ancient times with Greeks, Egyptians, and Aztecs as the dominant empires. Heavy restrictions on magic, many spells aren't present and the driving theme about lack of free will and cultural stagnation might rub some the wrong way. On the other hand, lots and lots of dinosaurs. The Known World has a few problem nations, but for different reasons. Ylaruam was an early attempt at nation-building but left everything outside of history and national government blank. No NPCs, no cities in any detail except a small village, everything was fill in the blank. Interesting concept, but didn't age well because it was the only one of its kind in the series. Ierendi had a lot of 80's pop culture references that aged out. Nine of the ten islands were played straight, but most people only remember the safari island with its fake adventures. Atruaghin is notorious for how incomplete it was. Five different allegories for various tribes, but hardly any real information on them. There's no government, no real NPCs, the nation even gets left out of its own timeline halfway through its own history. The author infamously had an impossible deadline, and the book suffered from it. I had to completely rewrite the entire nation to make it coherent. The setting isn't going to sit well with some people. People have talked about colonialism but this is a setting where the largest empire on the continent is basically [I]Imperial Rome.[/I] The beauty is that in all the different cultures, there is no nation that is a defined bad guy nation. Ethengar might be the villains in Glantri, but they are solid allies of Rockhome. There are villains in each nation, but they don't define the nation. The national stereotypes are of the fantasy versions of the nation. Thyatians are treacherous but practical. Darokinians are profit-driven but generous. Minrothadians are humorless but overachievers. The setting is popular outside of the US because the gazetteers were translated into so many languages early on. The cultures included tend to be obscure, and the people of those cultures are delighted to have a culture that reflects them. Most of the people I talked to wanted their culture represented as heroic types, even if you had to fudge a bit on the historical accuracy. You do the research, and people will appreciate it. Change something too much and you've moved it away from what people liked about it in the first place. [/QUOTE]
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