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[Necromancer/Judge's Guild] Wilderlands campaign setting
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<blockquote data-quote="bushfire" data-source="post: 1270096" data-attributes="member: 347"><p>It is possible to run a Wilderlands campaign with just the Players Guide. It gives you about same level of detail as the FRCS or the Greyhawk Gaz (in a smaller geographical area).</p><p></p><p>Using the Wilderlands maps, either the original or what should be in the Wilderlands Box set, gives you something that no other setting does, mainly all the hex by hex details of the Wilderlands. This means that you can actually have wilderness exploration without a lot of DM prep work.</p><p></p><p>Now not every hex has "something" (either village, castle, lair, or ruin) but you do get the geographic information (forest, trees, streams, islands etc., all named). What always got me from the FR an GH (and most other setting maps) is that you have these vast areas that the only thing you know about are that they are forest (green), heavy forest (dark green), hills (bumpy light brown), mountains (spikey brown), or water (blue). Where are the trails, the roads, the little villages, the lone wizard towers, the small woods, the little islands, the small passes through mountains, the small clearings in the great forests? Let alone what are all these features named. All the stuff that make a campaign come alive. The Wilderlands Maps give you all this and more. You would be amazed how it changes your wilderness play when you actually have the details at a 5-mile hex scale. When is the last time your players actually mapped an overland journey through uncharted wilderness? If you want a campaign that takes into account all these features without having to make them all up yourself from scratch then get the Wilderlands Box set. </p><p></p><p>bushfire</p></blockquote><p></p>
[QUOTE="bushfire, post: 1270096, member: 347"] It is possible to run a Wilderlands campaign with just the Players Guide. It gives you about same level of detail as the FRCS or the Greyhawk Gaz (in a smaller geographical area). Using the Wilderlands maps, either the original or what should be in the Wilderlands Box set, gives you something that no other setting does, mainly all the hex by hex details of the Wilderlands. This means that you can actually have wilderness exploration without a lot of DM prep work. Now not every hex has "something" (either village, castle, lair, or ruin) but you do get the geographic information (forest, trees, streams, islands etc., all named). What always got me from the FR an GH (and most other setting maps) is that you have these vast areas that the only thing you know about are that they are forest (green), heavy forest (dark green), hills (bumpy light brown), mountains (spikey brown), or water (blue). Where are the trails, the roads, the little villages, the lone wizard towers, the small woods, the little islands, the small passes through mountains, the small clearings in the great forests? Let alone what are all these features named. All the stuff that make a campaign come alive. The Wilderlands Maps give you all this and more. You would be amazed how it changes your wilderness play when you actually have the details at a 5-mile hex scale. When is the last time your players actually mapped an overland journey through uncharted wilderness? If you want a campaign that takes into account all these features without having to make them all up yourself from scratch then get the Wilderlands Box set. bushfire [/QUOTE]
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[Necromancer/Judge's Guild] Wilderlands campaign setting
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