Karameikos: Kingdom of Adventure

Karameikos: Kingdom of Adventure is an accessory for the Dungeons & Dragons fantasy role-playing game, published in 1994.

Karameikos: Kingdom of Adventure
The Kingdom of Karameikos Boxed Set
AuthorJeff Grubb, Aaron Allston, Thomas M. Reid
GenreRole-playing games
PublisherTSR
Publication date
1994

Game world

Karameikos: Kingdom of Adventure details the Mystaran kingdom of Karameikos.

The 126-page "Explorer's Guide" covers the basics. It explains the purpose of a campaign setting, how to use the maps, and a step-by-step procedure for creating player characters. The "Adventure Book" contains scenarios and the 56-track compact disc (total time: 59:59) adds to the scenarios with dialogue and sound effects.[1]

Publication history

Karameikos: Kingdom of Adventure was designed by Jeff Grubb, Aaron Allston, and Thomas M. Reid.[2]

Reception

Scott Haring reviewed Karameikos: Kingdom of Adventure for Pyramid #11 (January/February 1995).[2]

Rick Swan reviewed Karameikos: Kingdom of Adventure for Dragon magazine #216 (April 1995).[1] He stated, "You're a newcomer to the AD&D game. You've played the First Quest game. You've read the Player's Handbook and understand about half of it. Now what? Well, you can 1) close your eyes, buy one of the zillion or so supplements, and hope for the best; 2) design your own adventures from scratch (good luck!); or 3) invest in the exquisite Karameikos campaign set."[1] Swan concludes: "If you're a beginner and Karameikos fails to make your heart race, you might as well go back to crossword puzzles."[1]

gollark: Yes, de-oed wool is great.
gollark: Just patch the interpreter?
gollark: GPUs do this, kind of. GPUs are fast. Therefore, do this.
gollark: Obvious objections:- "what do you even mean, gollark, that sounds like just ILP but stupider" - maybe, yes, the main difference being execution of separate bits of the program at once- "why did you just invent SIMD but worse, ish" - oops- "but cache contention" - too bad, consume bees
gollark: Well, the obvious* solution to program counter counterness is to just add more program counters, by which I mean hardware-accelerated greenerer threads with no context-switching overhead for more effectively utilizing execution units.

References

  1. Swan, Rick (April 1995). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#216): 80.
  2. Haring, Scott D. (January 11, 1995). "Pyramid Pick: TSR Audio Games". Pyramid. #11. Retrieved 2008-02-17. (sample)
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.