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Warlords of the Accordlands?
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<blockquote data-quote="Bluemoon" data-source="post: 894289" data-attributes="member: 11741"><p>It's not "enormous". It's 1,300 pages not 13,000. There will be only four rulebooks. Three of them are 300+ pages and one is 350+ pages. </p><p></p><p>The first one is a Player's Handbook Type: </p><p></p><p>Warlords of the Accordlands RPG: The Master Codex</p><p></p><p>The Master Codex for the Accordlands Role-Playing Game details all of the information that players need to begin adventuring in the world of Warlord: Saga of the Storm. Classic races and classes are reevaluated and redesigned to make the Accordlands Role-Playing Game a unique role playing experience. New mechanics are presented alongside old mechanics for easy reference. This is the only book a player needs! (300+ pages, hardbound)</p><p></p><p>18 new character classes for use in the Accordlands or any other fantasy setting.</p><p></p><p>Over 50 new prestige classes, giving characters a unique role within the Accordlands.</p><p></p><p>Over 100 pages of spells, old and new, for easy reference. </p><p></p><p>New equipment and items for characters: from poisons, to traps, to tattoos, to unique steeds. The list of categories alone is too long to include.</p><p></p><p>New optional rules for dueling, hunting, mass combat, removing limbs, called shots, etc.</p><p></p><p>A super index covering information from all four books of the Warlords of the Accordlands RPG.</p><p></p><p>Price: $39.95</p><p></p><p>The second one is a Campaing Setting/World Guide type:</p><p></p><p>Warlords of the Accordlands RPG: The World Atlas</p><p></p><p>The Warlords of the Accordlands Role-Playing Game's World Atlas gives DMs and players everything they need to explore the world of Warlord: Saga of the Storm. It's all in this single volume: the world setting, its religions and its bizarre magic. Countless maps and NPCs have been detailed in this massive volume to bring both players and DMs into the Accordlands with an enhanced role playing experience. No detail is omitted! (300+ pages, hardbound)</p><p></p><p>Countless Maps.</p><p></p><p>Detailed history of the World of Warlord: Saga of the Storm.</p><p></p><p>Endless stats for various NPCs.</p><p></p><p>Major artifacts and magical items.</p><p></p><p>Adventure seeds to throw players right into the action.</p><p></p><p>A complete reference guide designed for easy use by players and DMs.</p><p></p><p>Price: $39.95</p><p></p><p>The third one is a Monster Manual/Racebook/Slayer's Guide type:</p><p></p><p>Warlords of the Accordlands RPG: Monster & Lairs</p><p></p><p>Book III of the Warlords of the Accordlands Role-Playing Game provides all the stats and information you need on every single monster from the Warlord CCG, and also includes brand-new beasts. Also featured are rules for playing monsters as PCs, and a huge appendix of monster stats that have been leveled to various Challenge Ratings with various classes for on-the-fly use. Some monster entries are accompanied by complete lairs that may be used as mini-adventures. (300+ pages, hardbound)</p><p></p><p>Over 100 new entries.</p><p></p><p>Lairs for the most common monsters.</p><p></p><p>Special rules for playing monsters as characters.</p><p></p><p>Reference section for on-the-fly use, providing various monsters at various Challenge Ratings.</p><p></p><p>Price: $39.95</p><p></p><p>And the fourth one is a module/adventure path type:</p><p></p><p>Warlords of the Accordlands RPG: Campaign Adventure Book</p><p></p><p>Book IV of the Warlords of the Accordlands Role-Playing Game provides 25 complete adventures - use them as stand-alone quests or a complete campaign! As PCs complete adventures, they can choose their path as hints, clues, and rumors guide them through their own unique experience. In the Accordlands the player characters are the center of attention and the saviors of the world! (350+ pages, hardbound)</p><p></p><p>A unique campaign experience for each party.</p><p></p><p>All information at the DM's finger tips - complete stats for NPCs and monsters. </p><p></p><p>New nemesis rules, which allow player to develop rivals within the story as the campaign advances.</p><p></p><p>Price: $39.95</p><p></p><p>Go here</p><p><a href="http://www.gamingreport.com/article.php?sid=8251" target="_blank">http://www.gamingreport.com/article.php?sid=8251</a> </p><p>for the info. </p><p></p><p>Overall, taking published sourcebooks into account, I think Kingdoms of Kalamar might be bigger but divided into more books. Scarred Lands, Greyhawk and Al-Qadim are probably about the same size but again divided into more books. Dragonlance (not counting novels), Maztica, Spellgamer, and Kara-Tur are probably smaller but less detailed. The Forgotten Realms, Darksun, Planescape, Birthright, Ravenloft and Rokugan are definetely bigger.</p><p></p><p>In regards to too much vs. too little detail, I think that one of the main reasons that the Forgotten Realms is the most popular campaign setting IS because of all the info and sourcebooks and support products available for it. </p><p></p><p>I don't think its any coinsedence that the most popular non-WotC campaign settings are Kingdoms of Kalamar, Scarred Lands, and Rokugan, which have the most published info, sourcebooks, and support products.</p><p></p><p>Frankly, I'm quite excited about Warlords. Like Kingdoms of Kalamar, Scarred Lands, and Rokugan, its a world designed from scratch, from the top down. As opposed to the Forgotten Realms that grew in fits and starts over time and was designed from the bottom up. </p><p></p><p>Hey don't get me wrong, I like the Forgotten Realms as much as anybody but honestly, having the Great Glacier and the Anauroch desert so close to oneanother, and having Fareun which is the European-inspired continent contain Calisham, Calimport, Mulhorand and all the rest of the Old Empires/Empires of the Sand which are clearly inspired by our Middle-East so far away from the Middle-Eastern setting of Zhakara just never made any sense to me. </p><p></p><p>That's what happens when a campaign world develops over time through modules and adventuring, when the DM creates what's on the other side of the mountain/river/forest only when the player's are nearing it or ask about it like the Forgotten Realms.</p><p></p><p>We can't judge until it comes out, but since the CCG can give us an idea, Warlords seems to have more character and be less generic than Kingdoms or Kalamar, Greyhawk, or the Forgotten Realms. It may be more subtle than say Scarred Lands and definetely not as dark as The Hunt or Midnight. I see it as a place of war, conflict, struggle, survival and politics. More like Birthright and Darksun than the Forgotten Realms or Kalamar. </p><p></p><p>To tell you the truth, I appreciate a company that publishes what you need to get you started, that gives you a travel guide but lets you decide where to go and how to get there, that gives you the tools but lets you choose how to use them, that gives you some of the answers but is flexible enough for you to come up with your own questions and answers for them, that gives you the framework and then lets you run with it, instead of milking us for every penny we got by publishing more and more sourcebooks. </p><p></p><p>I will definetely be checking Warlords out. But I do agree that Warlords of the Accordlands is such a cheesy name. Why couldn't they have called it Warlord: Saga of the Storm RPG instead?</p></blockquote><p></p>
[QUOTE="Bluemoon, post: 894289, member: 11741"] It's not "enormous". It's 1,300 pages not 13,000. There will be only four rulebooks. Three of them are 300+ pages and one is 350+ pages. The first one is a Player's Handbook Type: Warlords of the Accordlands RPG: The Master Codex The Master Codex for the Accordlands Role-Playing Game details all of the information that players need to begin adventuring in the world of Warlord: Saga of the Storm. Classic races and classes are reevaluated and redesigned to make the Accordlands Role-Playing Game a unique role playing experience. New mechanics are presented alongside old mechanics for easy reference. This is the only book a player needs! (300+ pages, hardbound) 18 new character classes for use in the Accordlands or any other fantasy setting. Over 50 new prestige classes, giving characters a unique role within the Accordlands. Over 100 pages of spells, old and new, for easy reference. New equipment and items for characters: from poisons, to traps, to tattoos, to unique steeds. The list of categories alone is too long to include. New optional rules for dueling, hunting, mass combat, removing limbs, called shots, etc. A super index covering information from all four books of the Warlords of the Accordlands RPG. Price: $39.95 The second one is a Campaing Setting/World Guide type: Warlords of the Accordlands RPG: The World Atlas The Warlords of the Accordlands Role-Playing Game's World Atlas gives DMs and players everything they need to explore the world of Warlord: Saga of the Storm. It's all in this single volume: the world setting, its religions and its bizarre magic. Countless maps and NPCs have been detailed in this massive volume to bring both players and DMs into the Accordlands with an enhanced role playing experience. No detail is omitted! (300+ pages, hardbound) Countless Maps. Detailed history of the World of Warlord: Saga of the Storm. Endless stats for various NPCs. Major artifacts and magical items. Adventure seeds to throw players right into the action. A complete reference guide designed for easy use by players and DMs. Price: $39.95 The third one is a Monster Manual/Racebook/Slayer's Guide type: Warlords of the Accordlands RPG: Monster & Lairs Book III of the Warlords of the Accordlands Role-Playing Game provides all the stats and information you need on every single monster from the Warlord CCG, and also includes brand-new beasts. Also featured are rules for playing monsters as PCs, and a huge appendix of monster stats that have been leveled to various Challenge Ratings with various classes for on-the-fly use. Some monster entries are accompanied by complete lairs that may be used as mini-adventures. (300+ pages, hardbound) Over 100 new entries. Lairs for the most common monsters. Special rules for playing monsters as characters. Reference section for on-the-fly use, providing various monsters at various Challenge Ratings. Price: $39.95 And the fourth one is a module/adventure path type: Warlords of the Accordlands RPG: Campaign Adventure Book Book IV of the Warlords of the Accordlands Role-Playing Game provides 25 complete adventures - use them as stand-alone quests or a complete campaign! As PCs complete adventures, they can choose their path as hints, clues, and rumors guide them through their own unique experience. In the Accordlands the player characters are the center of attention and the saviors of the world! (350+ pages, hardbound) A unique campaign experience for each party. All information at the DM's finger tips - complete stats for NPCs and monsters. New nemesis rules, which allow player to develop rivals within the story as the campaign advances. Price: $39.95 Go here [url]http://www.gamingreport.com/article.php?sid=8251[/url] for the info. Overall, taking published sourcebooks into account, I think Kingdoms of Kalamar might be bigger but divided into more books. Scarred Lands, Greyhawk and Al-Qadim are probably about the same size but again divided into more books. Dragonlance (not counting novels), Maztica, Spellgamer, and Kara-Tur are probably smaller but less detailed. The Forgotten Realms, Darksun, Planescape, Birthright, Ravenloft and Rokugan are definetely bigger. In regards to too much vs. too little detail, I think that one of the main reasons that the Forgotten Realms is the most popular campaign setting IS because of all the info and sourcebooks and support products available for it. I don't think its any coinsedence that the most popular non-WotC campaign settings are Kingdoms of Kalamar, Scarred Lands, and Rokugan, which have the most published info, sourcebooks, and support products. Frankly, I'm quite excited about Warlords. Like Kingdoms of Kalamar, Scarred Lands, and Rokugan, its a world designed from scratch, from the top down. As opposed to the Forgotten Realms that grew in fits and starts over time and was designed from the bottom up. Hey don't get me wrong, I like the Forgotten Realms as much as anybody but honestly, having the Great Glacier and the Anauroch desert so close to oneanother, and having Fareun which is the European-inspired continent contain Calisham, Calimport, Mulhorand and all the rest of the Old Empires/Empires of the Sand which are clearly inspired by our Middle-East so far away from the Middle-Eastern setting of Zhakara just never made any sense to me. That's what happens when a campaign world develops over time through modules and adventuring, when the DM creates what's on the other side of the mountain/river/forest only when the player's are nearing it or ask about it like the Forgotten Realms. We can't judge until it comes out, but since the CCG can give us an idea, Warlords seems to have more character and be less generic than Kingdoms or Kalamar, Greyhawk, or the Forgotten Realms. It may be more subtle than say Scarred Lands and definetely not as dark as The Hunt or Midnight. I see it as a place of war, conflict, struggle, survival and politics. More like Birthright and Darksun than the Forgotten Realms or Kalamar. To tell you the truth, I appreciate a company that publishes what you need to get you started, that gives you a travel guide but lets you decide where to go and how to get there, that gives you the tools but lets you choose how to use them, that gives you some of the answers but is flexible enough for you to come up with your own questions and answers for them, that gives you the framework and then lets you run with it, instead of milking us for every penny we got by publishing more and more sourcebooks. I will definetely be checking Warlords out. But I do agree that Warlords of the Accordlands is such a cheesy name. Why couldn't they have called it Warlord: Saga of the Storm RPG instead? [/QUOTE]
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