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What made Al-Qadim special?
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<blockquote data-quote="Sleepy Voiced" data-source="post: 2257387" data-attributes="member: 20329"><p>Jeez, Mousferatu, between your desire to do a real Basic D&D and a new AQ I think I'm in love (which I'm sure my wife wouldn't apporve of). Anyway, I think it would be pretty cool if you could pull out an Arabian game as a follow up to Hamunaptra</p><p></p><p>As far as the political climate, posh. This is a game. Well, maybe it deserves more credit than that. It was Al-Qadim that introduced me to middle-eastern cultures. I went on to study Arabia and Islam in depth because AQ made such an impact on me. Any game that leads people to a study and examine other cultures is a good thing. </p><p></p><p>Another design element of AQ that really made it work, at least for me, was the consistency of the art. Almost all of the interior art was by Karl Waller. He really had the feel and mood down. I guess TSR was going for the same idea with DiTerlizzi and Planescape (although Planescape was a much larger line and DiTerlizzi left before it ended). I wish WotC would investigate that model. I think having such a strong unity in the visual presentation helps a product to establish a real identity.</p></blockquote><p></p>
[QUOTE="Sleepy Voiced, post: 2257387, member: 20329"] Jeez, Mousferatu, between your desire to do a real Basic D&D and a new AQ I think I'm in love (which I'm sure my wife wouldn't apporve of). Anyway, I think it would be pretty cool if you could pull out an Arabian game as a follow up to Hamunaptra As far as the political climate, posh. This is a game. Well, maybe it deserves more credit than that. It was Al-Qadim that introduced me to middle-eastern cultures. I went on to study Arabia and Islam in depth because AQ made such an impact on me. Any game that leads people to a study and examine other cultures is a good thing. Another design element of AQ that really made it work, at least for me, was the consistency of the art. Almost all of the interior art was by Karl Waller. He really had the feel and mood down. I guess TSR was going for the same idea with DiTerlizzi and Planescape (although Planescape was a much larger line and DiTerlizzi left before it ended). I wish WotC would investigate that model. I think having such a strong unity in the visual presentation helps a product to establish a real identity. [/QUOTE]
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