D&D 5E Greyhawk or the Wilderlands

Snoring Rock

Explorer
Ok, I am super old-school. Back when I started, we did home-brew. There was nothing else. I borrowed heavily from JRR himself. Eventually Greyhawk was published as a setting. I purchased that and played in it for many a happy year.

What I missed, were the little gems that Judges Guild put out during that time. They developed a grand world in which to adventure in, called the Wilderlands of High Fantasy. I did not use that setting until it was released by Necromancer games for 3e. I love the setting although it can be a bit Gonzo I places. I love the maps.

I played AD&D up until 3e. I skipped 2e completely. I skipped 4e as well. I have been playing C&C for quite some time, but the rules are a bit "borrowed" and the editing is so bad that is has left a bad feeling. I recently gave 5e a try. I am hooked. I am starting a new campaign but struggling with making a decision over what setting to use. Greyhawk feels hollow somehow. It has been a long time and anything I can get my hands on now is "post Greyhawk wars" and I am not sure if I like that.

Different setting feel different with different settings. Has anyone run Wilderlands with 5e?
 

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Not yet. I'm running one 5E campaign in Greyhawk, but its set in 578 CY so the post wars stuff isn't an issue. The other campaign I'm running is set in the Known World or Mystara from B/X. It also works well with 5E.

I might want to try some Wilderlands in the future because I don't think very many of my players are familiar with it.
 

Post Greyhawk wars is not such a big deal as major changes on other D&D worlds (the various crises which have afflicted the Forgotten Realms, for example). There are some changes to the Free City, and Iuz has a few more realms under his control, but most of the lands west and south are much as they were (although, perhaps, a little more wary of the Old One peering down at them).

In any case (and I can't check while I am at work), I think that the older Greyhawk books can be downloaded (for a fee) from the WotC shop. I'm fairly sure that the original Folio is on there, for example. And I know that some of the classic 1E adventures are on there, too (Temple of Elemental Evil, for example).
 

I run in Greyhawk, post Greyhawk wars, and find it nice for the reasons already mentioned above. There is tons of material available online, either free or for a nominal fee. The post-war setting doesn't have that many changes and I tweak when it suits me anyway.

Greyhawk has a rich history and a ton of published information. If I were to run a high magic campaign, I would probably lean toward FR, but since 5e is low/medium magic, GH seems ideal.
 

Greyhawk has a rich history and a ton of published information. If I were to run a high magic campaign, I would probably lean toward FR, but since 5e is low/medium magic, GH seems ideal.

5E works in GH just fine but in no way is 5E low magic. 8 of 12 classes are casters, and the fighter & rogue have a casting subclass each!
 

5E works in GH just fine but in no way is 5E low magic. 8 of 12 classes are casters, and the fighter & rogue have a casting subclass each!

You seem to be making a logical fallacy. Just because 8 of 12 character classes use magic does not mean all classes are equally represented in the campaign world.

Two factors make 5th edition low magic:

Attunement limits each character to 3 'powerful' magic items.
The inability to buy and sell magic items. They even state that magic is too rare for people to sell items.

I would be willing to bet the treasure tables are more stingy that past editions, but haven't gone through them enough to provide statistical proof.
 

Different setting feel different with different settings. Has anyone run Wilderlands with 5e?

Read more: http://www.enworld.org/forum/showthread.php?467016-Greyhawk-or-the-Wilderlands#ixzz4UVhh9Dnb

I am currently creating a Wilderlands campaign for 5e. I nearly have the players handbok finished. once I have that I'll start with City state and convert that into 5e and work my way though the modules. sea maidens the witches one. I have all the original material from the 70s and loved judges world. i would love to find their critical hit system that had like 12 8 x 11 cards from and back. but if you are interested pelase send me an email at mallport@woh.rr.com.
 

Back in the day I was much the same and only ran my homebrew world. I have a lot of Forgotten Realms materials but never played them until finally switching to 5E recently. We are about halfway through Lost Mine and I picked up Princes of the Apocalypse. I am already thinking about using future APs more as source materials rather than long term stories and moving it all to either my own homebrew world or Wilderlands.

Neither me or my group have ever played in Wilderlands. Some of them have never heard of it. I got into it a few years back and started reading all the JG stuff I could. While all of my source material is original JG stuff I really liked the newly designed maps they have put out. I bought just one section of it, the City State section, and printed both the hex and graphical versions of the map. Since nobody has every played Wilderlands I can essentially make the world anything I want. With all the materials out there I think it's the perfect setting to just let your imagination go wild.

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I run 5e Wilder lands. Works like a dream. My campaign us set in Barbarian Altanis and has a Conanesque feel. I use a bunch of 4e lore integrated into the setting too, eg the main villains are Neo Neath, based on the Grey Company from Threats to the Nentir Vale.
 

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