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*TTRPGs General
Wilderlands too old?
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<blockquote data-quote="clockworkjoe" data-source="post: 2725405" data-attributes="member: 1321"><p>the boxed set is great. It allows a level of immersion that no other fantasy setting allows simply because the GM never has to completely improvise or bar the players from an area because there's no existing material for it. No more "HERE BE DRAGONS...now get back to the area I am familiar with" Each region is given an overview and every major geographic feature in the region is described. </p><p></p><p>If the PCs travel through a forest, over a mountain and march through a plain, most GMs simply describe it in generic terms with few if any unique features. In the wilderlands, each forest, mountain and plain is different and unique. One forest is plagued with spiders and is heavily logged by nearby villagers while another is protected by xenophobic elves. This mountain is used by druids for secret rituals and legends speak of a roc nesting on its peak. The plains are the site of an ancient battle, where thousands of warriors are buried with their treasures and guarded by angry undead. Every single valley, lake, meadow, river, bay, island and desert has something. </p><p></p><p>Saying that a roll on the random encounter table or improving something off the top of your head or from a generic supplement is the same is a fallacy. The wilderlands transforms the setting from a stage with a few bare props to a living world with a history.</p><p></p><p>Edit: Imagine the difference between a typical japanese RPG and Morrowind. The japanese games typically focus on story related locations while the others have random monsters and a limited palette of graphics. Morrowind features a rich continent in which there's something interesting nearly everywhere and it is HUGE. Hell, you can do a travelogue campaign with the Wilderlands. Look at historical epics and how much they focus on geography and the differences between lands.</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 2725405, member: 1321"] the boxed set is great. It allows a level of immersion that no other fantasy setting allows simply because the GM never has to completely improvise or bar the players from an area because there's no existing material for it. No more "HERE BE DRAGONS...now get back to the area I am familiar with" Each region is given an overview and every major geographic feature in the region is described. If the PCs travel through a forest, over a mountain and march through a plain, most GMs simply describe it in generic terms with few if any unique features. In the wilderlands, each forest, mountain and plain is different and unique. One forest is plagued with spiders and is heavily logged by nearby villagers while another is protected by xenophobic elves. This mountain is used by druids for secret rituals and legends speak of a roc nesting on its peak. The plains are the site of an ancient battle, where thousands of warriors are buried with their treasures and guarded by angry undead. Every single valley, lake, meadow, river, bay, island and desert has something. Saying that a roll on the random encounter table or improving something off the top of your head or from a generic supplement is the same is a fallacy. The wilderlands transforms the setting from a stage with a few bare props to a living world with a history. Edit: Imagine the difference between a typical japanese RPG and Morrowind. The japanese games typically focus on story related locations while the others have random monsters and a limited palette of graphics. Morrowind features a rich continent in which there's something interesting nearly everywhere and it is HUGE. Hell, you can do a travelogue campaign with the Wilderlands. Look at historical epics and how much they focus on geography and the differences between lands. [/QUOTE]
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