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<blockquote data-quote="bushfire" data-source="post: 296727" data-attributes="member: 347"><p>The "feel" of the JG stuff (in my opinion) is much different than most of today's settings. The underlying assumption is that each DM would "make the world his own". Rather than spelling out entire histories, detailed life stories of NPC's and intricate political relationships, the Wilderlands and the City States gave you fantastic frameworks to create your own world around. When setting stuff is presented the option of ignoring/changing it is always implicit. And you can't forget the random tables <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This is a holdover from when the setting was created. In the beginning years of D&D it was *always* assumed that a DM would create his own world. Remember that the Wilderlands first saw publication *before* Greyhawk.</p><p></p><p>As noted there are no "meta-plots" and most Wilderlands DM's don't follow any kind of canon. Each Wilderlands campaign is different. Even Bob Bledsaw, the JG creator said that he has run multiple Wilderness campaigns, each one different from the others. One of the big differences is that the Wilderlands, outside the influence of the big City-States, is truely a wilderness. Over that mountain, through those woods, across that river, can still be considered the Unknown.</p><p></p><p>There is a very good "unofficial" FAQ on the Necromancer boards</p><p><a href="http://pub123.ezboard.com/fnecromancergamesfrm40.showMessage?topicID=23.topic" target="_blank">http://pub123.ezboard.com/fnecromancergamesfrm40.showMessage?topicID=23.topic</a></p><p></p><p>Most of the description was sparce and designed to make you creative, yet at the same time there is a terrific amount of detail; village names, rivers, montain ranges, NPC names, etc. Things to spark ideas and encourage exploration. The original maps were things of beauty and more useful than any of the fancy color poster maps of today.</p><p></p><p>See the link below for a teaser Clark posted on the Necromancer boards about the Wilderlands.</p><p><a href="http://pub123.ezboard.com/fnecromancergamesfrm42.showMessage?topicID=1.topic" target="_blank">http://pub123.ezboard.com/fnecromancergamesfrm42.showMessage?topicID=1.topic</a></p><p></p><p>I have been a big fan of JG and the Wilderlands/CSIO for a long time and can't wait for the 3E version to come out. </p><p></p><p>That being said there will be some that won't care for it. The Wilderlands is *not* Forgotten Realms or Kalamar. I doubt if you will ever see novels about Iconic characters in the Wilderlands. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It is a setting made for a DM to run a campaign in, not a campaign setting made for the DM to run. Most likely no "fluffy" supplements either, The JG is the original "crunchy" setting. </p><p></p><p>Below is a quote from Bob Bledsaw that sums it up pretty good</p></blockquote><p></p>
[QUOTE="bushfire, post: 296727, member: 347"] The "feel" of the JG stuff (in my opinion) is much different than most of today's settings. The underlying assumption is that each DM would "make the world his own". Rather than spelling out entire histories, detailed life stories of NPC's and intricate political relationships, the Wilderlands and the City States gave you fantastic frameworks to create your own world around. When setting stuff is presented the option of ignoring/changing it is always implicit. And you can't forget the random tables :) This is a holdover from when the setting was created. In the beginning years of D&D it was *always* assumed that a DM would create his own world. Remember that the Wilderlands first saw publication *before* Greyhawk. As noted there are no "meta-plots" and most Wilderlands DM's don't follow any kind of canon. Each Wilderlands campaign is different. Even Bob Bledsaw, the JG creator said that he has run multiple Wilderness campaigns, each one different from the others. One of the big differences is that the Wilderlands, outside the influence of the big City-States, is truely a wilderness. Over that mountain, through those woods, across that river, can still be considered the Unknown. There is a very good "unofficial" FAQ on the Necromancer boards [url]http://pub123.ezboard.com/fnecromancergamesfrm40.showMessage?topicID=23.topic[/url] Most of the description was sparce and designed to make you creative, yet at the same time there is a terrific amount of detail; village names, rivers, montain ranges, NPC names, etc. Things to spark ideas and encourage exploration. The original maps were things of beauty and more useful than any of the fancy color poster maps of today. See the link below for a teaser Clark posted on the Necromancer boards about the Wilderlands. [url]http://pub123.ezboard.com/fnecromancergamesfrm42.showMessage?topicID=1.topic[/url] I have been a big fan of JG and the Wilderlands/CSIO for a long time and can't wait for the 3E version to come out. That being said there will be some that won't care for it. The Wilderlands is *not* Forgotten Realms or Kalamar. I doubt if you will ever see novels about Iconic characters in the Wilderlands. :) It is a setting made for a DM to run a campaign in, not a campaign setting made for the DM to run. Most likely no "fluffy" supplements either, The JG is the original "crunchy" setting. Below is a quote from Bob Bledsaw that sums it up pretty good [/QUOTE]
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