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Wilderlands of High Fantasy - Wots...Uh The Deal?
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<blockquote data-quote="Teflon Billy" data-source="post: 3029714" data-attributes="member: 264"><p>When I first heard <strong>Necromancer Games</strong> slogan "<em>3rd editon rules, 1st edition feel</em>" I didn't really "get it"</p><p></p><p>Seriously, I was aware of 1E products (I've been around the game since my twelfth year), but I wasn;t really certain what was supposed to make, say, Rappan Athuk more "First Edition-ey" than anything else. I really didn't understand how "old School" was diferentiating itself from "regular joe" D&D.</p><p></p><p>These proiducts <em>really</em> make it clear...and it is good<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Wilderlands</strong> itself is pretty much what I like to work with in a published setting: an incredibly broad and shallow collection of brief descriptions, plot hooks and completed "Grunt Work"</p><p></p><p>Something like <strong>Forgotten Realms</strong> is less useful to me as everything is so exhaustively detailed (right dow to who the <em>real</em> protagonists of the setting are) that a lot of the joy I get from DM'ing--world creation--is simply not avaialble without discarding much of the purchase.</p><p></p><p>The "feel" that they describe definitly seems to be more of what my friends and I had during our tenure with 1E. The current game's near obsession with the idea of good battling evil is anathema to what we used to do.</p><p></p><p>Wilderlands comes a lot closer to our old games, which were alot more "Our side vs Their side" rather than "good vs evil".</p><p></p><p><strong>City State of the Invincible Overlord</strong> and <strong>Bard's Gate</strong> are both consideably more detail than I am used to or--technically--need, but both are so well put together, their utility high enough and their adherence to their "theme" consistent enough that they have great use as both Setting elements and adventures in themselves.</p><p></p><p>Earlier in the thread Odhanan said...</p><p></p><p>[bq]...Wilderlands is really cool if you want to have a setting that is S&S in feel (not "wee-wee let's play with the elves" nice but rather "let's explore these unknown regions where Gnolls and Lizardmen are rumored to have raised a ziggurat in honor of some dark and evil god of old and steal the fist-sized gem it holds" kind of S&S) but isn't special enough as to override the specificities of the adventures you want to play...[/bq]</p><p></p><p>...and I've got to tell you, <em>that</em> really gets the feel of things about right<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 3029714, member: 264"] When I first heard [B]Necromancer Games[/B] slogan "[I]3rd editon rules, 1st edition feel[/I]" I didn't really "get it" Seriously, I was aware of 1E products (I've been around the game since my twelfth year), but I wasn;t really certain what was supposed to make, say, Rappan Athuk more "First Edition-ey" than anything else. I really didn't understand how "old School" was diferentiating itself from "regular joe" D&D. These proiducts [i]really[/i] make it clear...and it is good:) [b]Wilderlands[/b] itself is pretty much what I like to work with in a published setting: an incredibly broad and shallow collection of brief descriptions, plot hooks and completed "Grunt Work" Something like [B]Forgotten Realms[/B] is less useful to me as everything is so exhaustively detailed (right dow to who the [i]real[/i] protagonists of the setting are) that a lot of the joy I get from DM'ing--world creation--is simply not avaialble without discarding much of the purchase. The "feel" that they describe definitly seems to be more of what my friends and I had during our tenure with 1E. The current game's near obsession with the idea of good battling evil is anathema to what we used to do. Wilderlands comes a lot closer to our old games, which were alot more "Our side vs Their side" rather than "good vs evil". [b]City State of the Invincible Overlord[/b] and [b]Bard's Gate[/b] are both consideably more detail than I am used to or--technically--need, but both are so well put together, their utility high enough and their adherence to their "theme" consistent enough that they have great use as both Setting elements and adventures in themselves. Earlier in the thread Odhanan said... [bq]...Wilderlands is really cool if you want to have a setting that is S&S in feel (not "wee-wee let's play with the elves" nice but rather "let's explore these unknown regions where Gnolls and Lizardmen are rumored to have raised a ziggurat in honor of some dark and evil god of old and steal the fist-sized gem it holds" kind of S&S) but isn't special enough as to override the specificities of the adventures you want to play...[/bq] ...and I've got to tell you, [i]that[/i] really gets the feel of things about right:) [/QUOTE]
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