Friday, February 28, 2020

The Mystara Player's Book, First Impressions

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!







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