This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Wilderlands Redux

Started by estar, August 29, 2007, 12:23:24 PM

Previous topic - Next topic

estar

Is it me or does this read like a Wilderlands marketing blurb.

//www.wizards.com/default.a.../20070829a

Enjoy
Rob Conley

Drew

QuoteThe page cannot be found

...but I assume you're talking about the implied setting of 4E, right?
 

Pierce Inverarity

QuoteWe're Experiencing Technical Difficulties

JF Christ, not again.

What's the announcement about, Rob? A campaign world?
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

jrients

The link is hosed, it points to //www.wizards.com/default.a.../20070829a.  That "..." should probably be something else.
Jeff Rients
My gameblog

Pierce Inverarity

Funny, going to the ENWorld news page I found a link to this:

http://www.wizards.com/default.asp?x=dnd/drdd/20070829a

Dunno if that's the announcement, but it does sound like the Wilderlands.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Settembrini

If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity


Settembrini

Yeah, this is the Wilderlands.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Drew

Quote from: estarTry this
http://www.wizards.com/default.asp?x=dnd/drdd/20070829a

Yep, it has a lot in common with Wilderlands. Also Iron Heroes, Titan, the fictional worlds of Howard and Lieber, and tons of other stuff. It's a foundational S&S themed setting that I think is ideally suited to the kind of free roaming adventure that D&D excels at.

It also does a nice job of dispensing with the 30th level elephant in the sitting room. Less Elminster sticking his nosy beak in and more PC orientated struggles at the edge of what passes for civilisation.

I like it. It's a good fit.
 

Haffrung

Quote from: estarTry this
http://www.wizards.com/default.asp?x=dnd/drdd/20070829a

Dragon articles require that you sign-in to D&D Insider to view the content.
 

estar

For now if you can log on to the forum you can use the same login for DnD insider.

RPGPundit

Can someone just cut and paste the fucking thing?!

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Pierce Inverarity

Sigh.

QuoteThe Design & Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. We'll not only give you peeks at what's forthcoming, but also the "how" and "why."

Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You're getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

The Dungeons & Dragons game assumes many things about its setting: The world is populated by a variety of intelligent races, strange monsters lurk on other planes, ancient empires have left ruins across the face of the world, and so on. But one of the new key conceits about the D&D world is simply this: Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world.

Most of the world is monster-haunted wilderness. The centers of civilization are few and far between, and the world isn't carved up between nation-states that jealously enforce their borders. A few difficult and dangerous roads tenuously link neighboring cities together, but if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands. Anything could be waiting down that old overgrown dwarf-built road: a den of ogre marauders, a forgotten tower where a lamia awaits careless travelers, a troll's cave, a lonely human village under the sway of a demonic cult, or a black wood where shadows and ghosts thirst for the blood of the living.

Given the perilous nature of the world around the small islands of civilization, many adventures revolve around venturing into the wild lands. For example:

    * Roads are often closed by bandits, marauders such as goblins or gnolls, or hungry monsters such as griffons or dragons. The simple mission of driving off whomever or whatever is preying on unfortunate travelers is how many young heroes begin their careers.


    * Since towns and villages do not stay in close contact, it's easy for all sorts of evils to befall a settlement without anyone noticing for a long time. A village might be terrorized by a pack of werewolves or enslaved by an evil wizard, and no one else would know until adventurers stumbled into the situation.


    * Many small settlements and strongholds are founded, flourish for a time, and then fall into darkness. The wild lands are filled with forgotten towers, abandoned towns, haunted castles, and ruined temples. Even people living only a few miles away from such places might know them only by rumor and legend.

The common folk of the world look upon the wild lands with dread. Few people are widely traveled—even the most ambitious merchant is careful to stick to better-known roads. The lands between towns or homesteads are wide and empty. It might be safe enough within a day's ride of a city or an hour's walk of a village, but go beyond that and you are taking your life into your hands. People are scared of what might be waiting in the old forest or beyond the barren hills at the far end of the valley, because whatever is out there is most likely hungry and hostile. Striking off into untraveled lands is something only heroes and adventurers do.

Another implication of this basic conceit of the world is that there is very little in the way of authority to deal with raiders and marauders, outbreaks of demon worship, rampaging monsters, deadly hauntings, or similar local problems. Settlements afflicted by troubles can only hope for a band of heroes to arrive and set things right. If there is a kingdom beyond the town's walls, it's still largely covered by unexplored forest and desolate hills where evil folk gather. The king's soldiers might do a passable job of keeping the lands within a few miles of his castle free of monsters and bandits, but most of the realm's outlying towns and villages are on their own.

In such a world, adventurers are aberrant. Commoners view them as brave at best, and insane at worst. But such a world is rife with the possibility for adventure, and no true hero will ever lack for a villain to vanquish or a quest to pursue.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Haffrung

QuoteMost of the world is monster-haunted wilderness. The centers of civilization are few and far between, and the world isn't carved up between nation-states that jealously enforce their borders. A few difficult and dangerous roads tenuously link neighboring cities together, but if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands.

Seriously, that looks like it's pulled almost verbatim from the Wilderlands of High Fantasy.

I wonder how WotC is going to square this 'points of light in a dark and savage world' with the presumption of easy access to magic items, clerical healing, and other magical resources.
 

jrients

Am I the only one who reads 'Points of Light' and immediately hears Dana Carvey from Saturday Night Live as Bush the Elder?

"Stay the course...a thousand points of light...read my lips: no new taxes."
Jeff Rients
My gameblog