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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Wilderlands experts?
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<blockquote data-quote="ilgatto" data-source="post: 9378439" data-attributes="member: 86051"><p>Absolutely true. Born out necessity, of course, but probably also because of how folks thought of and played D&D way back in the 70s. The lack of rules (compared to later D&D editions) left a lot of room for improvising and, since everybody came to the game from their own wargaming and/or history- or fantasy-loving background, that is exactly what happened. </p><p>I've been running a Wilderlands hex-crawl for some time and I've started doing exactly the same - lots of improvising, lots of on-the-spot decision-making, lots of impromptu building on the decidedly weird sites & situations the various original JG publications provide, which I've found to be quite liberating.</p><p>Also, having only summary data to use makes much of each session a surprise even for the DM. I mean, what do you do when the text springs "Nine blue-leafed trees connected by an old rusty chain that is spiked into the trees encircling a phosphorescent orange sphere" on you? Loving it.</p><p></p><p></p><p>Thing is, though, I wanted to give the map a "Darlene" look, which has consequences. So I'm not overly bothered by a hex or two not entirely conforming to what an original says (although it still nags), especially since mismatched texts in original publications already forced me to do so on occasion.</p><p>What I do find a pity is that I can't get the JG10 map to match the later maps, coz that would <em><strong>really</strong></em> be something. But I guess it is what it is.</p></blockquote><p></p>
[QUOTE="ilgatto, post: 9378439, member: 86051"] Absolutely true. Born out necessity, of course, but probably also because of how folks thought of and played D&D way back in the 70s. The lack of rules (compared to later D&D editions) left a lot of room for improvising and, since everybody came to the game from their own wargaming and/or history- or fantasy-loving background, that is exactly what happened. I've been running a Wilderlands hex-crawl for some time and I've started doing exactly the same - lots of improvising, lots of on-the-spot decision-making, lots of impromptu building on the decidedly weird sites & situations the various original JG publications provide, which I've found to be quite liberating. Also, having only summary data to use makes much of each session a surprise even for the DM. I mean, what do you do when the text springs "Nine blue-leafed trees connected by an old rusty chain that is spiked into the trees encircling a phosphorescent orange sphere" on you? Loving it. Thing is, though, I wanted to give the map a "Darlene" look, which has consequences. So I'm not overly bothered by a hex or two not entirely conforming to what an original says (although it still nags), especially since mismatched texts in original publications already forced me to do so on occasion. What I do find a pity is that I can't get the JG10 map to match the later maps, coz that would [I][B]really[/B][/I] be something. But I guess it is what it is. [/QUOTE]
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