Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[Necromancer/Judge's Guild] Wilderlands campaign setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Melan" data-source="post: 1267609" data-attributes="member: 1713"><p>Don't forget that unlike many publishers, Necromancer has their own high profile messageboards, which means most topics come up over there. The JG subforums are reasonably well populated and there is a lot of discussion on them.</p><p></p><p></p><p>Yup. Much like the good Colonel, I did some work on the boxed set (village and citadel descriptions), and I have been a total fan since I heard about the world.</p><p></p><p>It isn't easy to capture what makes the setting awesome, but I think its attitude has a lot to do with it. It struck me as soon as I read the old Wilderlands of High Fantasy booklet and looked at the maps: the world was developed through active Judging. It is customized for your own home campaign - heck, it reminds you about a home campaign. Most worlds are all about the big picture. History, cosmology, wide brushes. Home campaigns (classical ones, at least) are about the local village, the abandoned tower, the lair where the four dozen giant frogs live. It is what you use in your everyday DMing, the little bits that make a campaign go.</p><p></p><p>Now take that and apply it meticulously to a "huge" world. Sure, the entire setting is smaller than the Mediterranean, but you have sparse descriptions about all towns, lairs, many ruins and castles. It is a humongous collection of Judging (DMing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) notes, just like what you used to do for yourself. These notes are sparse (a paragraph or two in the boxed set for each - look <a href="http://www.judgesguild.com/" target="_blank">here</a> for the Rorystone Road download to see what I mean), and it is easy to interpret them as you like. For example, an island may have an abandoned city guarded by "mutated white carnivorous apes". It is an idea you may expand or improvise on if the player characters find the city during their explorations.</p><p></p><p>Which brings us to exploration. Since the world maps are very detailed in the boxed set (the one you see in the PG is broken into 18 chunks, each about eight times as large as the Rorystone Road's area), you can have your players go off on a tangent. Maybe they heard about an Ominous Idol beyond the Carnelian Plains, or maybe they just want to know what is there. Traditionally, home campaigns are all about this, and official settings gloss over it. Here it is all yours. You can insert your own mini-settings in the framework (as I have done). The Campaign Hexagon System encourages the attitude... You have this cool map with numbered hexes, and so do the players (maybe their maps will be in a free web download - I don't know, ask the Orcus <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />), except the player map only shows the coastlines and the really well known places. You have to map the rest yourself. That's cool as well.</p><p></p><p>Canon. While the Wilderlands is very "classical D&D" by default (lots of untamed wilderness, sword&sorcery cities, dungeons and ruins), it is very easy to adapt. One of the designers who worked on the boxed set has a much more "mediaeval" feeling campaign there, and he uses GURPS in his games. Mine is light on demihumans and more Howardian, low level and less treasure and shinies-heavy than standard 3e. I use a light d20-OD&D variant. These are just two examples, but you can adapt it as you wish. Bob Bledsaw, the founder of JG has played very different campaigns in the very same setting. Again, it is all yours. There won't be novels, I don't think there will be a series of "regional supplements" (maybe one for the first map, but not much beyond that, and even that is optional - I certainly don't utilize the material contained in it, since I don't even own the original series).</p><p></p><p>What else? I like the amazon class a lot (and have ported it into the aforementioned d20-OD&D hybrid), as well as the other bits in the Player's Guide. But, having read some material from the Boxed Set - yea, it is even better.</p></blockquote><p></p>
[QUOTE="Melan, post: 1267609, member: 1713"] Don't forget that unlike many publishers, Necromancer has their own high profile messageboards, which means most topics come up over there. The JG subforums are reasonably well populated and there is a lot of discussion on them. Yup. Much like the good Colonel, I did some work on the boxed set (village and citadel descriptions), and I have been a total fan since I heard about the world. It isn't easy to capture what makes the setting awesome, but I think its attitude has a lot to do with it. It struck me as soon as I read the old Wilderlands of High Fantasy booklet and looked at the maps: the world was developed through active Judging. It is customized for your own home campaign - heck, it reminds you about a home campaign. Most worlds are all about the big picture. History, cosmology, wide brushes. Home campaigns (classical ones, at least) are about the local village, the abandoned tower, the lair where the four dozen giant frogs live. It is what you use in your everyday DMing, the little bits that make a campaign go. Now take that and apply it meticulously to a "huge" world. Sure, the entire setting is smaller than the Mediterranean, but you have sparse descriptions about all towns, lairs, many ruins and castles. It is a humongous collection of Judging (DMing ;)) notes, just like what you used to do for yourself. These notes are sparse (a paragraph or two in the boxed set for each - look [URL=http://www.judgesguild.com/]here[/URL] for the Rorystone Road download to see what I mean), and it is easy to interpret them as you like. For example, an island may have an abandoned city guarded by "mutated white carnivorous apes". It is an idea you may expand or improvise on if the player characters find the city during their explorations. Which brings us to exploration. Since the world maps are very detailed in the boxed set (the one you see in the PG is broken into 18 chunks, each about eight times as large as the Rorystone Road's area), you can have your players go off on a tangent. Maybe they heard about an Ominous Idol beyond the Carnelian Plains, or maybe they just want to know what is there. Traditionally, home campaigns are all about this, and official settings gloss over it. Here it is all yours. You can insert your own mini-settings in the framework (as I have done). The Campaign Hexagon System encourages the attitude... You have this cool map with numbered hexes, and so do the players (maybe their maps will be in a free web download - I don't know, ask the Orcus :D), except the player map only shows the coastlines and the really well known places. You have to map the rest yourself. That's cool as well. Canon. While the Wilderlands is very "classical D&D" by default (lots of untamed wilderness, sword&sorcery cities, dungeons and ruins), it is very easy to adapt. One of the designers who worked on the boxed set has a much more "mediaeval" feeling campaign there, and he uses GURPS in his games. Mine is light on demihumans and more Howardian, low level and less treasure and shinies-heavy than standard 3e. I use a light d20-OD&D variant. These are just two examples, but you can adapt it as you wish. Bob Bledsaw, the founder of JG has played very different campaigns in the very same setting. Again, it is all yours. There won't be novels, I don't think there will be a series of "regional supplements" (maybe one for the first map, but not much beyond that, and even that is optional - I certainly don't utilize the material contained in it, since I don't even own the original series). What else? I like the amazon class a lot (and have ported it into the aforementioned d20-OD&D hybrid), as well as the other bits in the Player's Guide. But, having read some material from the Boxed Set - yea, it is even better. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Necromancer/Judge's Guild] Wilderlands campaign setting
Top