It did take ten years but the Majestic Wilderlands has finally achieved Gold status on DriveThruRPG.
As thanks, I am offering the Majestic Wilderlands for $1 over print cost. And half off for the PDF for the holiday week.
PDF Discount $2.99
Print Discount $4.99
The supplement is compatible with Swords and Wizardry and other editions of the worlds first and most popular roleplaying game.
Sunday, June 30, 2019
Tuesday, June 25, 2019
Skills, Abilities, Attributes, and Classes in classic D&D
But for the game I play (and, sure, I understand not everyone plays as I do), I feel that a character's class IS the bulk of the character's training...that's where the emphasis should be and ability scores a minor consideration as far as representing a character's "skill."That is an approach the could work but what going on here?
It about that players can do more than fight, cast spells, turn undead, etc as their characters. They can sneak past a guard, open a locked chest, or weave a basket.
What important is not which is approach is right. It about what works with one's campaign. Because of my circumstances I opted to come up with an ability system.
Abilities
Going back to OD&D 3 LBBs we have three character classes, Cleric, Fighting-Man, and Magic User along with mechanics to handle combat, spell casting, and a few other things like turning undead. But suppose a character wants to sneak past a guard, open a locked chest, or weave a basket for that matter?
The 3LBBs imply that the player describe what they are doing and the referee makes a ruling based on the circumstances and what been established about the character. This interpretation is supported by this anecdotes from back in the day. However the various anecdotes and few pieces of documentation (like Judges Guild Ready Ref sheets, Strategic Review) display widely varying methods of adjudicating this things. Some use attributes, some use an arbitrary chance, other account for class and level. Some use %, 3d6, or 1d20 roll low or high.
However there are some common elements among those accounts of using 3 LBBs. The most important is that outside of combat, and spell casting, any character can attempt any action. All three classes can try to stealth past the guard, try to open the locked chest, or try to weave a basket. But it up to the referee to decide on the mechanics of adjudication.
One way is to based it primarily on class and level with some modifiers based on attributes as JB does in his campaigns. His post states the reasons why.
I opted it to handle it a different way. My view is that any character can attempt any action outside of class specifics. That some classes are better than other classes at certain abilities. That attributes are important to determine how good a character is at certain abilities. That like combat, and spell casting not every class or individual character is equally adept in these abilities.
The result is the ability system as outlined in my Majestic Fantasy Basic Rules.
Related to this is my decision to ditch the thief class in favor of a series of Rogue classes. What distinguish the Rogue from the Cleric, Fighter, and Magic User, is that they are better at various abilities than other classes. For example the Burglar class in the basic rules is better at climbing, eavesdrop, legerdemain, perception, and stealth.
Because I had no issues with players trashing my setting as they tried to become kings or magnates I to deal with a player attempting a lot of different things. The climb to power required the players to do more than just fight or cast spells. Adventures and exploration were important in my campaign but often they were just the means to the player's end goal of rising to the top.
Wrapping it up
That why I decided to do things differently from JB. Again what important here isn't that you handle this in a particular way but that you think it through, that the result fits what you want out of the campaign, and that it is fun to play.
Friday, June 14, 2019
Harnmanor PDF on sale for 99 cents!
Back when I started out playing RPGs in 1978, I appreciated Traveller's trade rules. It got a lot done with a simple and elegant design.It had details but not a overwhelming number of them. And it felt right for what it was trying to emulate.
By the mid 80s, I was using Judges Guild Wilderlands and I was wishing for to add details for running estates as several PCs had their own demense in the campaign I was running.
Then came along Harnmanor. Which like the Traveller Trade rules had details about running a medieval manor but presented them in a simple and elegant design. The best part of the mechanics isn't the rules for figuring out the income and budget of the manor, but what happens to the estate and the tenants over the years. It very good at creating challenges that bring running a manor to life.
So right now Columbia Games is having a sale on Harn stuff on DriveThruRPG and Harnmanor is on sale for 99 cents. Even if you don't use the mechanics it packed with information on the details of medieval manor and those who live there. It also include four different manors fleshed out in detail.
By the mid 80s, I was using Judges Guild Wilderlands and I was wishing for to add details for running estates as several PCs had their own demense in the campaign I was running.
Then came along Harnmanor. Which like the Traveller Trade rules had details about running a medieval manor but presented them in a simple and elegant design. The best part of the mechanics isn't the rules for figuring out the income and budget of the manor, but what happens to the estate and the tenants over the years. It very good at creating challenges that bring running a manor to life.
So right now Columbia Games is having a sale on Harn stuff on DriveThruRPG and Harnmanor is on sale for 99 cents. Even if you don't use the mechanics it packed with information on the details of medieval manor and those who live there. It also include four different manors fleshed out in detail.
Thursday, May 23, 2019
OSRIC now has a wiki
OSRIC, the first retro-clone, now has a wiki available. A useful resource for people using OSRIC to run 1st edition campaigns. You can read the announcement on the Knights and Knaves forum.
OSRIC Wiki
Kudos to PresGas and his team for putting in the time to do this.
OSRIC Wiki
Kudos to PresGas and his team for putting in the time to do this.
Tuesday, April 23, 2019
Fat Goblins Games is having a huge $1 sale
So Rick Hershey of Fat Goblin Games is buying a house and needs cash so he is having a $1 dollar sales on 95% of the Fat Goblin Games inventory over on DriveThruRPG.
He has a variety of RPG supplements and is an excellent artist to boot. I used a few of his pieces in the Wilderlands of the Magic Realm. This is an excellent deal to stock up on art or just looking for useful things for your campaign.
DriveThruRPG Store
Fat Goblin Games Stock Art
Saturday, April 13, 2019
James Smith of Dreams of Mythic Fantasy passed away
Sadly James of Dreams of Mythic Fantasy passed away a few days ago. He enriched us all with his love of our hobby. More than that he went above and beyond by collecting information about what other folks were doing and letting the rest of us know with OSR News.
He will be missed
James Albert Smith Jr (1968-2019)
Wednesday, April 10, 2019
Four more Maps! The Wilderlands of the Magic Realm, Revised Edition is released!
I am pleased to announce the release of the Wilderlands of the Magic Realm. This is one of four products covering the eighteen maps that encompasses the Judges Guild Wilderlands setting. This product covers five of the maps as detailed below. The four sets combined will cover a region equal in size to Western Europe providing years and decades of adventuring for you and your group.
Unlike many setting products, the Wilderlands sketches out the overview and history in light detail. Then presents a comprehensive list of local detail in a compact format that is customizable. This eliminates much of the tedious work involved in creating a setting and allows the referee to focus on the campaign and the grand adventures the players face as their characters.
This is presented as two products both in PDF and Print on Demand.
This product is a 48 page Guidebook for the four maps of the Wilderlands of the Magic Realm. The books has an introduction and commentary by Robert S. Conley who has used the Wilderlands as his main fantasy campaign for nearly forty years. Each map is detailed with the following listings: Villages, Castles and Citadels, Idyllic Isles, Ruins and Relics, and Lurid Lairs.
Due to the extensive use of monsters from the supplements to the original edition, this release details 17 monsters and provides full statistics suitable for use with Swords & Wizardry and similar RPGs.
Because the maps for Wilderlands of the Magic Realm are dominated by ocean; charts, tables, and rules concerning water adventures have been included from various Judges Guild publications. A three page summary of the ships presented in Dave Sering's Wave Riders & Sea Steeds are also included along with ship illustrations.
Included with the Guidebook PDFs are letter sized blank map of the Wilderlands that can be used to take notes during a campaign. A PDF with the map legend. A letter size black and white guide to the placement of each of the 18 maps within the Wilderlands. This guidebook covers the Ghinor Map 11, Isle of the Blest Map 12, Ebony Coast Map 13, Ament Tundra Map 14.
Finally a giant sized preliminary version of the master map that I used to crop the individual maps from. With the right printer this can be printed as a full scale map 5 feet wide and 8 feet long. With the PDF you can selectively copy out regions as complete maps that overlap the borders of the 18 maps. After the release of the final set of maps this file will be updated as a layered PDF allowing for custom maps of the Wilderlands to be copied or created.
The second product is a set of four maps: Ghinor Map Eleven, Isle of the Blest Map Twelve, Ebony Coast Map Thirteen, Ament Tundra Map Fourteen. When ordered via print on the demand they are printed in two overlapping halves each on a 12" by 18" poster. In addition each map is presented as a 22" by 17" PDF file.
The maps have been redrawn from the original in a color style. Instead of the distinct symbols of the original maps, terrain has been drawn as a transparent fill and vegetation represented by colored areas. This allows both terrain and vegetation to overlap. Representing more accurately the complexity and diversity of the Wilderland's geography.
This release will be followed by the Wilderlands of the Fantastic Reaches covering the last four maps of the Wilderlands.
A preview PDF
The Wilderlands of the Magic Realm Guidebook
The Wilderlands of the Magic Realm Color Map
Unlike many setting products, the Wilderlands sketches out the overview and history in light detail. Then presents a comprehensive list of local detail in a compact format that is customizable. This eliminates much of the tedious work involved in creating a setting and allows the referee to focus on the campaign and the grand adventures the players face as their characters.
This is presented as two products both in PDF and Print on Demand.
This product is a 48 page Guidebook for the four maps of the Wilderlands of the Magic Realm. The books has an introduction and commentary by Robert S. Conley who has used the Wilderlands as his main fantasy campaign for nearly forty years. Each map is detailed with the following listings: Villages, Castles and Citadels, Idyllic Isles, Ruins and Relics, and Lurid Lairs.
Due to the extensive use of monsters from the supplements to the original edition, this release details 17 monsters and provides full statistics suitable for use with Swords & Wizardry and similar RPGs.
Because the maps for Wilderlands of the Magic Realm are dominated by ocean; charts, tables, and rules concerning water adventures have been included from various Judges Guild publications. A three page summary of the ships presented in Dave Sering's Wave Riders & Sea Steeds are also included along with ship illustrations.
Included with the Guidebook PDFs are letter sized blank map of the Wilderlands that can be used to take notes during a campaign. A PDF with the map legend. A letter size black and white guide to the placement of each of the 18 maps within the Wilderlands. This guidebook covers the Ghinor Map 11, Isle of the Blest Map 12, Ebony Coast Map 13, Ament Tundra Map 14.
Finally a giant sized preliminary version of the master map that I used to crop the individual maps from. With the right printer this can be printed as a full scale map 5 feet wide and 8 feet long. With the PDF you can selectively copy out regions as complete maps that overlap the borders of the 18 maps. After the release of the final set of maps this file will be updated as a layered PDF allowing for custom maps of the Wilderlands to be copied or created.
The second product is a set of four maps: Ghinor Map Eleven, Isle of the Blest Map Twelve, Ebony Coast Map Thirteen, Ament Tundra Map Fourteen. When ordered via print on the demand they are printed in two overlapping halves each on a 12" by 18" poster. In addition each map is presented as a 22" by 17" PDF file.
The maps have been redrawn from the original in a color style. Instead of the distinct symbols of the original maps, terrain has been drawn as a transparent fill and vegetation represented by colored areas. This allows both terrain and vegetation to overlap. Representing more accurately the complexity and diversity of the Wilderland's geography.
This release will be followed by the Wilderlands of the Fantastic Reaches covering the last four maps of the Wilderlands.
A preview PDF
The Wilderlands of the Magic Realm Guidebook
The Wilderlands of the Magic Realm Color Map
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