[Necro/JG] Player's Guide to Wilderlands in Dungeon/Poly

Orcus

First Post
Erik Mona of Dungeon/Polyhedron featured the Player's Guide to the Wilderlands in a two page article in the most recent Polyhedron section of Dungeon magazine.

Erik loves the setting and the product but (as an ex-WotC guy fully indoctrinated into the 3E concepts of strict balance, which he and I joked about) he doesnt always dig the "balance" issues with some of the races and classes. Nevertheless, he calls it a "really great setting."

Here are a few quotes:

"...manages to perfectly fit the spirit of the game's earliest days, providing a glimpse into a fantastic world of high adventure that's a little bit grittier while at the same time a lot more imaginative that many modern campaign settings."

"The book speaks seductively to those of us who like our fantasy in the vein of Robert Howard and Jack Vance, urging us to cast aside the glossy, full color setting books we've grown to love and engage in a torrid affair with one of the oldest settings known to gaming."

"The book itself is heavy on history but light on modern detail. It's probably most similar to WotC's Living Greyhawk Gazeteer, in that the focus is on story over rules, so a player of 1st Edition D&D might find the book every bit as useful as the greenest 3rd Edition newbie."

"Despite my carping on rules balance, I really like this product. The fact of the matter is that the Player's Guide to the Wilderlands is a campaign setting first and a rulebook second."

All from Erik Mona! I really think the world of Erik (Yes, I am admitting my bias up front). He called me and told me he intended to gripe about balance issues. We discussed philosophy on that issue and had a great exchange. He told me he loved the product and that certainly shows in his article.

I personally think that balance doesnt mean the math has to add up. I think, for example, you can have setting cultural issues considered in the balance equation. The "core" classes from the 3E rulebooks all have to be mathematically balanced on paper becuase they have to be usable in any campaign world. They have to be setting neutral. But the races in the Wilderlands arent setting neutral. They are designed for the Wilderlands. Cultural bias against Altanians, for example, is a "negative" that a person playing that race must deal with. As a result they get a bonus or to that "just doing the math" means they dont "balance." I dont think that is out of balance. Similarly, one race--Amazons--are amazing from a math standpoint. But one of the reasons is that to get the bonuses you have to be female. And, frankly, I thought it was cool that the best buttkicking race and class in the setting are scantily clad women warriors. That is a perfect foil for a male dominated warrior setting. To me, you can use those setting specific factors as part of balance. And here, IMHO, is the ultimate proof that they are balanced. Clearly, from a mathematical standpoint, the races of Altanians and Amazons are the most "out of balance" in the product. So why then in my many campaigns playtesting these rules and using them since publication have we had no more than a small handful of Altanian characters and to this point only 1 person play a female amazon (and a female gamer at that)? Why? Because they ARE balanced, when the other factors are considered. Additionally, I consider being a bit out of balance like bribery--I want to encourage people to play the unique races of the setting rather than bland generic "human" or "elf" races. It was a means to entice people to fully embrace the races of the setting. And that has worked great in playtesting. But I respect Erik and I fully understand his balance comments. He is right, they are there. But, like he said, this product is 90% setting detail, 10% rules. Even if you tossed the rules stuff you didnt like (and I guarantee you would like half the rules stuff anyway, even the most hardcore balance nut), the book is, in Erik's words, "a great setting."

So pick up Poly and check out the Player's Guide to the Wilderlands!

Clark
 
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As most of you who have seen me post before are aware, i am pretty much as much a Necromancer fanatic as Nightfall is for, um, whatever that setting is. :D

This book is full of great setting flavor. If you are looking for something that is different this is something to look at. There is plenty you may want to throw out, but i bet their is plenty you may want to keep. For those of you who like or loved the Judges Guild Wilderlands in the old days, you will love it again.

Also realize that this setting is for you, the DM, to run according to your vision, not JG's or Necromancer. This whole book is written for you to use, or not use, however and in whatever way YOU wish. The authors even tell you this in the book.

Plus there are two more gorgeous products coming out within the next few months that further expound upon this setting which is roughly the size of the Meditteranean(sp?). This is a setting you can use within a pre-existing campaign world as an "alien" area that has developed in ways radically different from your "normal" campaign areas.

They do mention other areas that exist in this world, but they do not develop these areas and they are only a few lines that you can easily ignore and add reference to areas of your own world just as easily.

Take a look at this product and the release notices about the two future products. This may very well be something you are looking for, or something you didn't know you wanted until you found it.
 

Heh, I am reminded of one of the Discworld novels, which features a sensibly dressed amazon (or so sort of female warrior). ( I do wonder if people who write about scantily dressed barbarians/amazons/etc have ever been outdoors in the real wilderness)

Anyway, despite the fact it uses the 3.5 rules, I went and ordered the player's guide
 

trancejeremy said:
Anyway, despite the fact it uses the 3.5 rules, I went and ordered the player's guide
Don't worry you will love it. I haven't bothered to switch to 3.5 from 3.0 and am having no problems with Wilderlands Players Guide. You could probably still use 90% of the book if you were still using the original white box D&D. :)

bushfire
 

I actually read that review in Polyhedron after I read the Player's Guide, and I have to say it is spot-on. Usually, I don't bother with new classes for PC's until after they have been tested as NPC's, so it's not a big deal. From the description, I can imagine that an Altanian will have a hard time within one of the big cities, so I agree that the elevated power of this race may be somewhat balanced. On the other hand, you rarely find DM's who play out charisma mali in adventurer groups, and this might not be different with those RP mali of the Altanian race. Anyway, with me as DM, a group of Altanian/Amazon only adventurers would run into lots of difficulties within the walls of the City State of the Invincible Overlord :D.
That said, I love that guide. It got my mind spinning with ideas, and that is what a good setting book should achieve :). And this one succeeds to an exceptional degree :D.
 
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bushfire said:
Don't worry you will love it. I haven't bothered to switch to 3.5 from 3.0 and am having no problems with Wilderlands Players Guide. You could probably still use 90% of the book if you were still using the original white box D&D. :)

bushfire

Exactly. :) The Wilderlands (and JG as a whole) is probably one of the most (if not the most) flexible campaign settings ever.

And like the above poster said..."Also realize that this setting is for you, the DM, to run according to your vision, not JG's or Necromancer. This whole book is written for you to use, or not use, however and in whatever way YOU wish. The authors even tell you this in the book."

The book, the setting, all of it...is for each DM to use as he sees fit. There is no right or wrong way to run the Wilderlands. IIRC, even Bob Bledsaw (the man who created this setting oh so many years ago) has run it differently every time he plays a new campaign there.
 

bushfire said:
Don't worry you will love it. I haven't bothered to switch to 3.5 from 3.0 and am having no problems with Wilderlands Players Guide. You could probably still use 90% of the book if you were still using the original white box D&D. :)

bushfire

All I know is: I am not running regular 3e and I have had no problems either. If you think OD&D is the only true game and all other editions are pale imitations of the real thing, you will still find it useful. Maybe not 90% of it but at least 70 or 75. I also recommend trying out the free Rorystone Road download from the JG website to see what people like me and bushfire yammer about. ;)
 

Yeah, you could use this product regardless of what system you use, let alone what version of D&D you play. The "Characters" chapter is the chapter that is most rules intensive, the rest is truly setting material. Heck, you could use the setting with GURPS if you wanted.

I have to say, I am really proud of how the Player's Guide came out. This may sound goofy, but Bill and I really look at our Judges Guild stuff as "legacy" products. We really want to introduce a new generation of gamers to the setting (and help get some grognards geeked over an old classic too). Bill and I love the setting and really look at these products as our "contribution" to the game. If that makes any sense. We pulled out all the stops. Unbelievably high end cover, great content, map by Rob Lee (the man), art by David Day. Let me put it this way, the only way to have done this thing better (IMHO) would be to have had Dave Trampier do some art for it, but that is impossible.

Clark
 

Orcus said:
Yeah, you could use this product regardless of what system you use, let alone what version of D&D you play. The "Characters" chapter is the chapter that is most rules intensive, the rest is truly setting material. Heck, you could use the setting with GURPS if you wanted.

You certainly could. I run a dimension-hopping GURPS campaign (amongst the D&D and M&M), and I've thought about dropping the PCs into the Wilderlands for an adventure or two.
 
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Wil-E

I think you are right on track! Send them to the Wilderlands!

I have to say that it looks like the Player's Guide is attracting attention from more than just the old school gamer (unless I vastly underestimated the number of old school gamers out there :) ). It looks like we are getting some people to take a look at the setting for the first time. That is really what I was hoping for. And I think the Dungeoon/Polyhedron article will help that, too.

Clark
 

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