I have some supplements that I use for plot hooks, but they are generic and from other game systems. I would prefer to use something that's specific to Korantia, The Realm, or Mythic Britain. There are many plot hooks in the supplements, I am slowly putting them into a stack of index cards, and I'm grateful. It just makes it easier to pull up one pagers when the PCs decide to head off into an unprepared area. I can wing it just as poorly as then next gm, but this would make it at least "look" like I know what I'm doing - lol! - and keep the setting intact.
One of the elements that intimidates new players is the style of campaign supplements. There are no B1 Keep on the Sunderlands A Hack and Slash Adventure for 3 to 6 Archetypes of Levels 1-3
in Mythras. This, admittedly is a great thing, but it can deter new gamers. Korantia, is a beautiful setting with lots of room for experienced GMs to expand and create, but if you're a new GM and as you read along you find out that Korantia has 18 gods in the pantheon, I think I'd freak out a little. As it is, you might just grasp the combat system enough to attempt a combat scene, but how do you run a campaign that focuses on intrigue?
How do I handle that? How many temples of which gods do I need to have in a city, a town, a hamlet, a village, a farmer's hut? Does everyone believe in the gods, or is it just lip service? And how about the race of Dagomils? Do they worship different gods too? How do I even put together an adventure with all this stuff in it? It dons them that if they buy Mythras this weekend along with Korantia, they will not be ready next weekend to run a game.
This might just turn them to the dark side, spend $150 and more on core books and a pre-made campaign - just saying.
Certain mystes aver that the real world has been constructed by the human mind, since our ways are governed by the artificial categories into which we place essentially undifferentiated things, things weaker than our words for them.
- Gene Wolfe