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Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
ROGUE FEED reasonable for what you get, especially when compared with many other
old school products these days.
Founding Fathers
DEC 17, 2009 04:51P.M. As its title implies, The Majestic Wilderlands is a licensed product,
presenting Conley’s vision of the venerable Judges Guild Wilderlands
My latest column is up at The Escapist. It focuses on the “prehistory” of setting. This vision is based on his having used the setting over the
RPGs, going all the way back to 1811 and the invention of what would course of three decades, adding to it and expanding it as the demands of
come to be known as wargames. his players and campaign demanded. The result is a setting that’s at once
familiar and new, a version of the Wilderlands that’s a bit more
“realistic” than the standard one, which is to say, one that’s more
concerned with sociological and political concerns than you’d expect.
ROGUE FEED That’s not to say The Majestic Wilderlands is a dry read — it’s not — but
it definitely has a different feel than the original Judges Guild material
REVIEW: The Majestic on which it’s based. That said, fans whose visions of the Wilderlands are
more “traditional” will still find a lot to like here, as Conley’s included
Wilderlands lots of little details that could be imported into campaigns based there
DEC 17, 2009 07:57A.M. (or indeed most fantasy campaign settings). Conley’s vision of the
Wilderlands doesn’t completely mesh with my own, but it’s difficult not
to admire his craftsmanship in world building. The Majestic
Wilderlands, as presented here, is clearly a work of love and imagination
in the best old school tradition.
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 18 December 2009
Majestic Wilderlands, often imposing new restrictions on the class while say a lot in a few words and, while no region gets dozens of paragraphs
at the same time opening up new possibilities. It’s a nice approach, one devoted to it, each one provides enough detail to inspire a referee —
that takes the kernel of a good idea in 2e’s specialty priests while proof positive that campaign setting books need not be huge technical
avoiding its pitfalls. manuals consisting of hundreds of pages to be satisfactory. The various
cultures that inhabit the Majestic Wilderlands gets more detail and it’s
Section I also introduced a new class and its attendant sub-classes: the here where Conley’s vision comes through most clearly. He cares a great
Rogue. Rogues are characters who are neither good at fighting or magic deal about society, culture, and (especially) religion and it’s these forces,
but instead excel at certain abilities, which is to say, skills. All Rogues moreso even than monsters and magic, that drive the Wilderlands in his
(Burglars, Thugs, Mountebanks, Claws of Kalis, and Merchant estimation. This helps give the whole a “serious” quality to it that, while
Adventurers) depend heavily on the skill system introduced in The not wholly to my taste, is nevertheless extremely attractive. Conley’s love
Majestic Wilderlands. As you’d expect, I have mixed feelings about this. for the setting is palpable and infectious.
On the one hand, I like the idea behind several of these classes,
particularly the Mountebank, but skills make me very uneasy in a class- In the final analysis, The Majestic Wilderlands is a terrific book and
based game. The skill system Conley presents is simple enough: roll another great example of old school game design. Both in terms of its
1D20, modified by appropriate class and ability bonuses (if any), and game mechanics and its setting material, this product proves the old
score 15 or higher to achieve a success. As such systems go, it’s pretty adage that “less is more.” It likewise counters the notion that, without
inoffensive. I’m simply not convinced that it’s needed, but I realize I may reams of precise rules and setting detail, you don’t have enough material
be eccentric about this point. I’m probably also eccentric in disliking the to run a RPG campaign adequately. The Majestic Wilderlands is a model
idea of NPC classes, particularly for “non-adventurers.” The Majestic of compendiousness, providing all that’s needed to play without being
Wilderlands gives us several of these: Craftsman, Hedge Mage, Priest, cryptic. And while I dislike some of the rules included, for both
and Scholars. All remind me of the “cut-down” NPC classes we saw in philosophical and practical reasons, they’re easily omitted. Moreover,
D&D III and, again, I don’t really see the necessity for them, particularly Conley provides so much in these pages that, even eliminating those
in an old school game. sections I dislike, there is still plenty to admire and, most importantly,
use in one’s own campaign. The Majestic Wilderlands is a triumph and a
The section continues with an overview of playable races, with a few new nice capstone to a year that has seen the old school movement prosper
options, including some specific to the Wilderlands. There are also some and diversify. Here’s hoping we see more products of this sort, from
nice new rules for combat that are simple yet flavorful and should do a Robert Conley and others, in the years to come.
lot to making OD&D-style combat more tactically rich. Following that is
a section of magic that, among other details, introduces “rituals,” which Presentation: 7 out of 10
enable a spellcaster to cast a spell straight out of his spellbook without Creativity: 9 out of 10
having to memorize it beforehand, but the spell is slower than normal Utility: 9 out of 10
and carries a material component cost dependent on its level. As Conley
admits outright, “The intent of this system is that most utility spells are Buy This If: You’re either a Wilderlands fan (or looking to become one)
cast via rituals in or interested in some excellent supplemental rules to Swords &
the Majestic Wilderlands.” As you’d expect, I don’t much care for the Wizardry (or any OD&D-derived game).
concept of rituals, precisely because it changes the complexion of Don’t Buy This If: You have no interest in the Wilderlands or prefer to
spellcasting character classes in a profound way. Without the so-called keep your OD&D-derived game free from supplemental rules.
“utility spells” taking up spell slots, spellcasters no longer have to weigh
combat effectiveness against the unpredictable needs of adventuring.
Should I memorize find traps or hold person is a significant decision for
the player of a 4th-level Cleric, who only gets a single 2nd-level spell.
Rituals obviate the need for such a decision, thereby changing the way
the class — and the game — is played. Again, I’m sure many will find
rituals a welcome addition to the game, but, for my part, I think it does
serious violence to the class structure of D&D and would never allow the
rules to be used in my campaign.