Glen
Welch and I regularly meet to discuss TTRPG topics. Though the
conversations are often at a very high level, it would seem that we
often share similar opinions. At other times we are able to have
friendly differing opinions.
Glen
has been working diligently on a Mystara Player's Handbook project
for some time now. I have been fortunate enough to get an early peak
at his work. The book presently sits at a beefy 224 pages. It is
filled with history, maps and many other useful bits of information
about the fantasy setting, 'Mystara'. I am told that we are simply
waiting for Wizards of the Coast to green light this project to see
it published on the Dungeon Master's Guild.
I'm
not a professional, but hold my coffee while I do this thing.
I
don't want to call this a proper review, the following is really
better qualified as 'first impressions'. I realise that I am perhaps
not the best writer for this task. I would, however, like to share a
few words about the book.
If
you don't know what Mystara is, it is one of the earliest published
D&D settings, meant for use with the D&D Basic and Expert
rules. The setting first makes its printed appearance in the Expert
Rules. The 'Isle of Dread' adventure included in Expert Rules takes
place in the Mystara setting.
https://en.wikipedia.org/wiki/Mystara
Before
I proceed, I would say that I was only peripherally familiar with the
Mystara setting from playing Isle of Dread. I had also owned two
Gazetteer issues on Ylaruam and Karameikos during the time I played
Basic. These 'Gazetteers' were supplements for the setting, intending
to give more detailed information regarding specific nations of
Mystara. In honesty, I found the gazetteers to be dry reading in my
teenage days and they found little use. It is fair to say that I was
not particularly enthused about the setting.
Glen,
however, IS enthused about this setting.
It
shows, and what Glen has put together is something that was
fundamentally missing from the lineup.
History
is Prologue...
The
book begins with a timeline. This timeline is a brief history of
accounts of the setting. If you are like me, you skipped right past
this. It is a useful tool, but it doesn't get me into the heart of
the setting. I have little point of reference for it at this point in
the book if I don't already know something. The timeline is good to
have, and I know where to find it later.
The
next section delves right into the Nations of Mystara. This section
includes over 50 pages devoted to 17 of the nation/states of Mystara.
I found this to be of great value, as I don't know of any other
readily available supplements that condenses this information in one
document. The information is also condensed to about three pages for
each nation. This includes maps, description, government information,
languages, capitals and other relevant details.
Glen
then dovetails this nicely into other details about geography,
including major cities and locations of interest across Mystara. We
get a nice briefing on all of the nuances of living in mystara, what
races are included, what coins, calendars, what crime and punishment
look like.
Less
is More, especially when you have a lot already.
In
Glen's own words, "What you leave out is as important as what
you put in". One example is that all of Mystara's exotic lore
races are included. Drow, however, are intentionally absent from the
lineup. There should be plenty of exotics to keep your interest
though with races like the Phanaton and Tortles.
Another
way in which Glen takes the 'less is more' approach that works very
nicely is that the book is not overly wordy. If I need to know
something, I can look at the table of contents and get the
information in brief. In my opinion, this is well executed. Mainly
because there is so much material that could be included in a setting
book like this.
Basically,
you could stop reading here, and you would have enough to get you
started. However, the second half of the book contains many other
details including how various PC classes fit into the world, as well
as some new feats and subclasses for players to try.
I
also did not see anything that suggests it would not be compatible
with various editions, and this is important. It gives newer edition
players an opportunity to explore something new. Also, OSR players
have so many flavors of their favorite system!
One
of the only things that I felt inclined to be critical of was the
cohesion of the art styles. Some of the artwork is very good, and
some of the artwork doesn't feel like it 'fits' with the style. Keep
in mind, I'm looking at an early pre-release, and Glen has indicated
that he is aware and working on this.
Conclusions:
Who should be interested?
Anyone
wanting to try a fully fleshed out fantasy setting who is tired of
Eberron and Forgotten Realms lore. This is material that was never
really compiled by itself (to my knowledge), and in many ways
it is 'new' and fresh. The best historic compilation is probably the D&D rules Cyclopedia which includes Mystara content but is also much more specific to D&D Basic.
If
you plan to play in the Mystara setting, this could make a great go
to book for most of the important stuff. I personally don't like
having piles of books to rifle through at the game table, and I think
this eliminates (or at least reduces) the need for multiple setting
books.
If
you are new to Mystara, this is the book that was missing back in
1983ish or so (my history here is fuzzy). Here, you have a book that
tells you what your setting is and where things are. I would recommend this book before investing in a Gazeteer
for Karameikos or something similar.
I know this wasn't a formal review, but these are my thoughts on a book that I hope to see available on the DMs Guild soon!
I know this wasn't a formal review, but these are my thoughts on a book that I hope to see available on the DMs Guild soon!