Aldo Rathmus:
I think I still have the al-Quadim 2e book in a box somewhere. Never played it. It sounds great, but I imagine it's difficult to implement well.
I think a GM would need to decide at the outset what direction they want to go; is it regular AD&D with a few 'Arabian' trappings trappings, something a bit more like Hollywood Arabia or something that tries to go for historical accuracy. You can mix a bit of course but it really depends on where you want to go.
One mistake I think the setting made was to make the main city in the setting (Huzuz)
quite so perfect. Here is a sample quote from the Huzuz sourcebook
City of Delights on running a 'Law and Crime campaign':
quote:
If [the PCs] are criminals, the campaign is likely very short, for there are guards and patrols all over Huzuz, and for the most part, its people are law-abiding. There are also numerous genies and mamluks waiting to enforce the law in Golden Huzuz.
Now I know that a thieves guild campaign is not something everyone would like but that is a fairly disprirting sentence for a prospective GM to read, especially since it makes a 'city watch' type campaign equally unappetising. Likewise the city government is good and wise which makes a political campaign difficult and so on... I'm certainly not against Lawful Good cities but honestly I don't think they make a good place for adventurers.
(In fairness the Al-Qadim setting does have far more interesting cities but still Huzuz is meant to be the centre and is the one with its own box set.)
Oriental Adventures (which I'd love to try at some point) is a bit similar in trying to decide direction. I actually have the
Complete Ninja's Handbook for 2nd edition which is kind of underated and has a lot of advice on running ninja characters (and also an alternate 'spy' campaign idea for games set in more tradtional D&D settings.)