Midkemia Press did some stuff with stats for their own game, but I don't think ever published the game itself. They also contributed to Chaosium's massively multi-system Thieves' World boxed set. That was due mainly to their classic Cities and Carse (at least the former of which Chaosium picked up for a slightly more RuneQuest-tuned edition).
A Midkemia scenario, "Hard Times in Hoxley", appeared in Sorcerers Apprentice magazine (T&T-focused) with very sparse and "generic" stats. I found it quite easy to use with several different rules-sets. As with, e.g., the AD&D modules T1 The Village of Hommlet, L1 The Secret of Bone Hill, L2 The Assassin's Knot and U1 The Sinister Secret of Saltmarsh, the strength score of X and hit points of Y were not the big draw. The portrait of a place and its people, and the setting up of a situation, provided the really valuable and time-saving material.
FBI/Blade's series of "City" books has already been mentioned as an outstanding value. The Grimtooth's Traps volumes are also toothsome in a Trollish way.
The Game Lords published a series called Thieves Guild that was fun although I don't recall ever using the GL "game system" that was published in the installments -- except maybe for some rules of special importance to a given scenario.
They also published a few modules that were about as "generic" -- which is to say, really designed for D&D -- as those that Judges Guild was publishing after TSR withdrew its licensing. They simply were not very good regardless, although I think JG turned out some good stuff along with the dross. So did Mayfair in the Role Aids line.
Actually, the City of Haven modules from Game Lords were quite good; Mines of Keridav exemplifies the lackluster to poor product I had in mind.
Iron Crown Enterprises put out The Iron Wind, IIRC, before the RoleMaster game system. ICE got the prestigious Tolkien license and made Middle Earth Role Playing a line second only to Columbia Games' gorgeous Hârn (especially in cartography). The latter was well established before Columbia released the associated rules set, and I reckon ICE's scenarios were more popular than the MERP game.
Steve Jackson's GURPS world books likewise see wider use than the game mechanics.
The cream of the "generic" crop in the late 1980s may have been the British (?) firm that produced at least one deluxe set besides the Dwarf-halls the title of which escapes me at the moment. I remember play using RuneQuest, but I don't think it was written for RQ in particular.
Jeffrey C. Dillow's High Fantasy game never got much recognition, but folks acquainted with the scenarios (e.g., "Fortress Ellendar" and "Moorguard") seem to hold those in high regard.
A Midkemia scenario, "Hard Times in Hoxley", appeared in Sorcerers Apprentice magazine (T&T-focused) with very sparse and "generic" stats. I found it quite easy to use with several different rules-sets. As with, e.g., the AD&D modules T1 The Village of Hommlet, L1 The Secret of Bone Hill, L2 The Assassin's Knot and U1 The Sinister Secret of Saltmarsh, the strength score of X and hit points of Y were not the big draw. The portrait of a place and its people, and the setting up of a situation, provided the really valuable and time-saving material.
FBI/Blade's series of "City" books has already been mentioned as an outstanding value. The Grimtooth's Traps volumes are also toothsome in a Trollish way.
The Game Lords published a series called Thieves Guild that was fun although I don't recall ever using the GL "game system" that was published in the installments -- except maybe for some rules of special importance to a given scenario.
They also published a few modules that were about as "generic" -- which is to say, really designed for D&D -- as those that Judges Guild was publishing after TSR withdrew its licensing. They simply were not very good regardless, although I think JG turned out some good stuff along with the dross. So did Mayfair in the Role Aids line.
Actually, the City of Haven modules from Game Lords were quite good; Mines of Keridav exemplifies the lackluster to poor product I had in mind.
Iron Crown Enterprises put out The Iron Wind, IIRC, before the RoleMaster game system. ICE got the prestigious Tolkien license and made Middle Earth Role Playing a line second only to Columbia Games' gorgeous Hârn (especially in cartography). The latter was well established before Columbia released the associated rules set, and I reckon ICE's scenarios were more popular than the MERP game.
Steve Jackson's GURPS world books likewise see wider use than the game mechanics.
The cream of the "generic" crop in the late 1980s may have been the British (?) firm that produced at least one deluxe set besides the Dwarf-halls the title of which escapes me at the moment. I remember play using RuneQuest, but I don't think it was written for RQ in particular.
Jeffrey C. Dillow's High Fantasy game never got much recognition, but folks acquainted with the scenarios (e.g., "Fortress Ellendar" and "Moorguard") seem to hold those in high regard.
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