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What made Al-Qadim special?
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<blockquote data-quote="Sleepy Voiced" data-source="post: 2255404" data-attributes="member: 20329"><p>Al-Qadim was my favorite setting, well, IS my favorite setting, so I am a little given to gushing about it, but I will try to keep it concise here.</p><p></p><p>As far as crunch goes, the most significant difference to standard D&D was that every character was required to take a kit. The kits were all very well tied into the setting, and the usual complaints about kits (which I generally shared) didn't seem to apply as much. </p><p>Everything in the setting was so well tied into the mechanics. I have never played in a campaign where it was so much fun to just explore the setting.</p><p></p><p>As far as flavor goes, Al-Qadim had it in spades. It was familiar from things like the Arabian Nights, Sinbad films, Disney's Aladdin, etc., but also very exotic. </p><p></p><p>My favorite aspect of the setting, as a DM, was there seemed to be a place for all of its monsters and gods. Nothing seemed tacked on or extraneous. Every monster in the AQ compendium was an adventure that you wanted to run. The gods were not given alignments. They just were. There was a lot of potential in religious conflict that wasn't the standard "your god is CE, so you are wrong".</p><p></p><p>Oh, I guess I did kinda go on there. To sum up: AQ was just awesome.</p><p></p><p>I highly recommend the Arabian Adventures book. It is a great intro to the setting, and much of it can still be useful in a 3E game.</p></blockquote><p></p>
[QUOTE="Sleepy Voiced, post: 2255404, member: 20329"] Al-Qadim was my favorite setting, well, IS my favorite setting, so I am a little given to gushing about it, but I will try to keep it concise here. As far as crunch goes, the most significant difference to standard D&D was that every character was required to take a kit. The kits were all very well tied into the setting, and the usual complaints about kits (which I generally shared) didn't seem to apply as much. Everything in the setting was so well tied into the mechanics. I have never played in a campaign where it was so much fun to just explore the setting. As far as flavor goes, Al-Qadim had it in spades. It was familiar from things like the Arabian Nights, Sinbad films, Disney's Aladdin, etc., but also very exotic. My favorite aspect of the setting, as a DM, was there seemed to be a place for all of its monsters and gods. Nothing seemed tacked on or extraneous. Every monster in the AQ compendium was an adventure that you wanted to run. The gods were not given alignments. They just were. There was a lot of potential in religious conflict that wasn't the standard "your god is CE, so you are wrong". Oh, I guess I did kinda go on there. To sum up: AQ was just awesome. I highly recommend the Arabian Adventures book. It is a great intro to the setting, and much of it can still be useful in a 3E game. [/QUOTE]
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