JoeGKushner said:
When looking at other settings, most of them ahve a Hook if you will.
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What would you say are the hooks that Wilderlands has that other settings don't or don't do as well? A Conan feel? Well, we've got the Conan game for that. A wide open expansive area that the GM can customize? Well, the details are so light in some cases, that homebrew may be the answer, or if the person has the old Greyhawk books or even the original boxed set of the Forgotten Realms where everything isn't detailed...
SgtHulka mentioned a few good hooks, but for me, the hook was the campaign hexagon system. I first encountered the Wilderlands around 2002, and immediately fell in love with its way of treating imaginary space. Consider: in most settings, it isn't easy to run a wilderness based campaign, because there is no objective measure of travel. The numbered hexes of the Wilderlands make it a cool overland dungeon with encounters and a lot of room
you can fill in. I don't understand why other published settings hadn't incorporated this idea. It works very well in practice, and eases both the DM's and players' jobs. IMHO, the largest failing of the Wilderlands (tied to monetary reasons, unfortunately), is the lack of player maps. I tried to help by posting some of my own (and will do more in the future), but it would have been nice to include at least two or three of them.
For the record:
- I am probably biased, having worked on the product. However, I worked on it because I love it, and not the other way around.
- being 25, my attraction to the world has nothing to do with "nostalgia" or "rose coloured glasses". That's a cheap argument, and I wish people stopped using it.
- The Wilderlands is very accomodating for people like me who prefer words working as a framework to aid them in designing their own adventures. The WL does this quite well - in fact, it is the first non-homebrew setting I had ever used for D&D.