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So who here is running a Wilderlands campaign?

Started by Akrasia, March 03, 2007, 09:52:23 PM

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Akrasia

And what are you doing with it?

I'm curious to read your 'campaign overviews/summaries' (if you're willing to share).

Thanks!  :cool:
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
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RPGPundit

I would love to run a wilderlands campaign; after getting the boxed set, I ran one abortive campaign, that in retrospect was my fault, because I didn't listen enough to what my players wanted out of it, in part because the kind of game they wanted was directly the same as the campaign we'd come out of; and I was all burnt out on that kind of play. So sadly, the whole thing went nowhere fast.

Next time, I'll do it right. And there WILL be a next time. Either with Forward...to Adventure!, D&D basic, or who knows, maybe even Warhammer.

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Pete

I will be running a couple of Castles & Crusades games using the WL setting: box set and some players guide, mostly the deities.  It will only initally be for two sessions and the occasional stand-in game when the two regular games I'm in are cancelled -- the quick, pick-up game being something that C&C excells at.  

I'm still brainstorming but my initial adventure but I'm thinking of using C&C module A1 - Assault on Blacktooth Ridge in the City State map.  I'm not entirely sure where to put it yet because I would like them to eventually experience the City State itself but I doubt that will happen in the second session anyway.

The problem is, while C&C modules are good enough they don't really fit the Wilderlands -- at least the 'A' series so far.  They seem a better fit for the kind of campaign you'd run for AD&D 2nd ed or even D&D Basic/RC.  Now the Necromancer Games modules DO fit the WL like a glove but the crew really wants to give C&C a whirl and I don't really want to convert 3.0 ed rules.

And this will be my first time GM'ing in a long, long time.  And my first time GM'ing D&D (or D&D-like in this case) since my grammar school red box, Monty Haul, death-trap-no-save, power-tripping days.  So maybe I'm just overthinking things...
 

Akrasia

Moriarty, I think that the 'DB' series of C&C modules ('The Haunted Highlands' and 'The Crater of Umsheti') would fit quite well in the Wilderlands.  They seem to have a similar 'feel' to them.  (The author, Casey Christofferson, has written a lot of stuff for Necromancer Games in the past, and contributed to the Wilderlands box set.)
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
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Melan

Not at the moment, although the current campaign draws heavily on the ideas of the Wilderlands. It is also likely I will run WL-based campaigns some time in the future.

WRT C&C modules, Casey's stuff indeed fits better, although I don't own Crater of Umeshti yet (it is on its way over the sea at the moment). The TLG modules are usually old school, but not Wilderlands or early TSR old school. They remind me of later TSR 1e stuff. Pod-Caverns of the Sinister Shroom for OSRIC - now that fits the Wilderlands like a glove.
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obryn

I am, actually, though primarily my players are running through some of Goodman Games's Dungeon Crawl Classics.

My players are digging the bog-standard-fantasy sword & sorcery play, complete with crunchy mechanics and great danger.

Our other campaign is a long-running Arcana Evolved campaign where their characters have hit about 14th-15th levels.  They started at 3rd, give or take.  That one has a 'plot' or at least things going on in the world which they can either interact with & influence, or avoid and possibly influence anyway.

Wilderlands is completely different, OTOH.  It's a lot more free-form.

-O
 

Akrasia

Quote from: MelanNot at the moment, although the current campaign draws heavily on the ideas of the Wilderlands...
:confused:
I didn't think that this was conceptually possible. :cool:

What's the current campaign?
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
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Akrasia

Quote from: obrynI am, actually, though primarily my players are running through some of Goodman Games's Dungeon Crawl Classics.
...

If you're willing to share: Which modules are you using, and what part of the Wilderlands is your campaign located?
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

obryn

Quote from: AkrasiaIf you're willing to share: Which modules are you using, and what part of the Wilderlands is your campaign located?
Well, remember that I'm a Wilderlands n00b, and it's tough to get a good 'read' from the boxed set about the world's Big Pictures - nations, politics, and so on.  So, I just decided to find an interesting spot and start.

I decided to start the game in Map 4, Viridistan & Environs, since I really didn't want to deal with any nautical adventures just yet.  They can get to water if they see fit, but I'll have plenty of prep time if they do :)  Also, Viridistan's not too far away if they wanted to reach something resembling civilization.  Weak reasons, but hey - it seemed like a good place to start.  (Also note - I don't have CSIO yet, so I really didn't want to start anywhere too near that.)

The game started in Smale, and since the 'point' of this game is to break out every fun oldschool gaming stereotype, it all began in a tavern.  To largely avoid clunky "how did these folks get together?" questions, I just said they already had been on one adventure.

We started with #3 - The Mysterious Tower.  It was a blast.  I just set the tower a little ways to the south, across the river (name starts with a K), just north of the Elsenwood.  I made sure they got a good glimpse of the former Amazon pirate ship the river's description mentioned, too.

During that adventure, I dropped a few more adventure ideas, including a map for #4 - Bloody Jack's Gold.  They're WAY too low-level to complete that successfully, but I let them know ahead of time that, past the first adventure,  the Wilderlands really doesn't give a shit what level they are.

Because they needed more options, I put in an adventure seed for #23 - The Sunken Ziggurat.  Off a suggestion from the front, they rescued a kid from a runaway raft.  He mentioned how he was from Quickbog, and while hunting through that little branch of the Missing Memory Marshes for "narcomocotic" ingredients, the whole place got warm, started stinking, and then this huge pyramid was there.

After dealing with the pirate ship (it involved lacedons and sea hags and almost killed most of them), they decided to follow that particular lead, and we're now a bit more than halfway through it.

From there, I really have no idea where they'll go, and that's by design.  I don't want to plan ahead for this game any more than 1 session.

-O
 

jrients

obryn, you looking for players?  I know some people over in Bloomington-Abnormal, at least one of whom might be looking to join a game.
Jeff Rients
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obryn

Quote from: jrientsobryn, you looking for players?  I know some people over in Bloomington-Abnormal, at least one of whom might be looking to join a game.
Actually, I'd love a new player. :)  I'll send a PM right on over.

My normal group is at 4-5 right now after one moved to Texas, and I try to keep my games around 5-6.

Are they clean and non-scummy?  Do they play well with others and stay relatively easygoing? ;)  Although I've been gaming for 20 years, most of my players are very casual, and that's how I tend to keep my games.

-O
 

Melan

Quote from: Akrasia:confused:
I didn't think that this was conceptually possible. :cool:

What's the current campaign?
Akrasia: you can read about the campaign here and a bit on page two of this thread. Basically, it is Wilderlands without the elfie-welfie and with quarter-sized maps. Three sessions so far, and the players "get" the concept.
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estar

Quote from: AkrasiaAnd what are you doing with it?

I'm curious to read your 'campaign overviews/summaries' (if you're willing to share).

Thanks!  :cool:

I have been for 20 years. Current rules system is GURPS. Two Groups currently running.

Note: I use 12.5 miles per hex in my wilderlands.

Group 1:
Ellerdoth - An Acolyte of Mitra a former Beggar from City-State. He has recently taken on the aspect of the Dagger of Mitra willing to do what it takes to futher the aims of his church.

Unely - A gifted young mage with one of the highest potential for magic ever seen (Magery 10). Was apprenticed under the Guild of Arcane Lore in City-State but ran away to join renegade mages forming a rival guild. He views magic as the answer for everything and possess few other skills.

Currently in Bier along the shores of Estuary of the Roglaroon. They have stolen the Star of Olindar from Lord Jeerkas, a worshipper of Set,  to cure a plague among the people of Bier. During the robbery Jeerkas was murdered by Ellderdoth along with his top warrior the Myrmidon Aceras. A Myrmidon is a holy warrior of set a evil version of a paladin but Lawful Evil.

As the Church of Set is legal within the domain of the Overlord this will cause problems for the group if discovered.

Group Two:

Indigo - a half-elf mage/rogue from another world who was thrown into the Wilderlands while transiting a planar portal. Note: to convince a friend to play GURPS I had him re-create his live-action (NERO) character into GURPS and made a back story.

Albrecht - a human paladin of Mitra from City-State. Was called on a quest by Mitra and found himself meeting Indigo.

Indigo found himself in midst of Dearthwood after transiting the portal. After wandering he met some orcs and was recused by a treant. The Treant took him to the TAIG where a group of renege Mages estabilshed a conclave. (A Taig is a holy grove of trees built by the elves).

Albrecht received a vision of the Taig from Mitra and felt a call to go into the forest. He consulted his superior who told them that the Guild of Arcane Lore may have some information. The Guild told him of the renege Mages and offered one of thier own to accompany him.

The pair made good time into the forest until they came near to the Taig. There they were surprised by a Treant (the same one that Indigo met) the Treant grabs the mage from the guild and smashes him to the ground. The mage is injured and knocked senseless. The paladin prepares to defend himself but the Treant beckons him to follow him.

Indigo and Albrecht meet and discuss the circumstances of his arrival. Indigo is appalled at how Dearthwood is infested with Orcs and that slavery is still permitted in City-State. Indigo decides to accompany Albrecht back to City-State.

There Indigo learns of the Guild of Arcane Lore and decides to join it. After passing the Guantlet to gain admittance as a member he asked to go on a mission. In Vale of Dearthmead (the wide valley between Ered Perack and the Cloudwalls) Baron Neras has his estate near Goodnap. He has a magical spring that the guild wishes access too. A member of the guild, Lady Claire, is already there and know the Baron's court.

The Indigo and Albrecht goes to Baron Neras . There they find Lady Claire has been arrested. After investing the matter they found that Jacques, a hedge wizard passing himself off as a soothsayer, framed Claire. In addition Gascon, the resident priest of Mitra, deliberately inflamed the situation so that church  would gain more power in the Baron's court. When all was revealed Jacques was killed by the Baron and Albrecht arrested Gascon and hauled him to Bier to appear before the court of the Bishop.

On the way back to City-State they decided to travel with a caravan going up the Old South Road. Along the way they got hit by an Orc Raid which scattered the caravan and captured many of its members. Indigo and Albrecht rallied the survivors and protected until they reached Talas Keep. Talas Keep is halfway between the Estuary and City-State on the Old South Road. It was established by the Overlord to provide a overnight stop for caravans.

Unfortunately for Indigo and Albrecht the current warden of the keep was Stephen a Myrmidon of Set. He was unsympathic to Indigo and Albrecht request for help saying that it was the paladin's incompetence that led to the fiasco. That night Indigo and Albrecht convinced the remaining caravan guards that any recuse will have to be done by themselves.

In the morning they ventured some miles into Dearthwood and were able to uncover the location of the Orc warren. At night they were able to sneak into the warren and eventually recuse the other survivors of the caravan and led them back to City-State. They escaped with the Orcs on their heels and made broad tracks to Talas Keep where they got their wagon. They promptly left leaving the Myrmidon Stephen to deal with the Orcs.

Enjoy
Rob Conley

http://home.earthlink.net/~wilderlands
Enjoy Thieves of Badabaskor a Judges Guild Module
http://www.goodman-games.com/4600preview.php

Pete

Quote from: estarEnjoy Thieves of Badabaskor a Judges Guild Module

Just wanted to say: Your update to this module fucking rocks!  And update more of them please :)
 

Akrasia

Thanks for that overview, Rob.  Good stuff!
:cool:
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!