Goodman Judges Guild products coming soon

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Geleg
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Goodman Judges Guild products coming soon

Post by Geleg »

Have you guys seen the announcement from Goodman that they will be publishing at least three of the classic JG modules? Fortress Badabaskor is due in January 2007; Citadel of Fire and Dark Tower and due in Q2 and Q3 of 2007. They'll be for 3.5, sadly, but I'll still be all over them.

here's the announcement: http://www.goodman-games.com/pr11-08-06.php

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Post by Omote »

Well, hopefully this will be a cool event. regardless of the system, I can pull good stuff from the modules, as long as they are good. I hope that GG keeps the original flavor it the mods intact though and doesn;t go v3.5 hogwild.

............................................Omote

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Post by Geleg »

Apparently Robert S Conley is doing (has done? - it's coming out in January, after all) Thieves of Fortress Badabaskor. His JG fan stuff is amazing (as seen on the NG site), so I have confidence that he'll keep to the spirit of the Wilderlands.

But you're right, Omote. One does have a bit of trepidation to see classic Old School stuff adapted to TETSNBN

G
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Post by Treebore »

Omote,

I think you saw a couple of the people working on this post over on the Necromancer boards. Plus I know you've had to see Conley's stuff, so yes, I think its a solid bet that the material will stay "true" to the JG feel.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Julian Grimm »

I wish JG would finally take the plunge and come over to our side. I'm sure TLG would grant the license and the attachment of JG would give C&C some definate "Street Cred" (How I hate that term) among the old school holdouts.

Just my 2 cents.
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Post by Treebore »

Have you missed that James Mishler has a license from Bob to do Wilderlands for C&C? All new, but still, its a JG licensed product line for C&C, and James does great work for his "home brew" so I am looking forward to seeing his polished stuff that he publishes.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Julian Grimm »

I knew that I just thought that JG would jump at the opportuniy to do more than they have. Nothing against them I just don't agree with them staying mostly d20 when other options have came to light.
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Post by gideon_thorne »

Julian Grimm wrote:
I knew that I just thought that JG would jump at the opportuniy to do more than they have. Nothing against them I just don't agree with them staying mostly d20 when other options have came to light.

Trouble is, its not a 'them', its a 'him', as in Bob Bledsaw. He's just one dude.

TLG has enough to do with putting out Airhde stuff and developing what it has. Honestly, its far more pragmatic to simply point out to James Mishler, and anyone working with him, what you would like to see and ask him to bring it into the C&C fold.

Many hands make light work.
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Post by Julian Grimm »

Tis true that! I know that if I was to try to make a company I might do something like Mayfaire and early JG did and come up with a universal stat block that would fit most d20 and related products but be able to run in all systems. Even down to OA&D. Something like CU but more based on the OGL.

And yeah, I do tend to forget most of these small press guys are a handful or one person.
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Post by Omote »

Treebore wrote:
Omote,

I think you saw a couple of the people working on this post over on the Necromancer boards. Plus I know you've had to see Conley's stuff, so yes, I think its a solid bet that the material will stay "true" to the JG feel.

Yah, I saw the breaking news but to be honest, lately I'm kinda looking for something a little different. Yes, new Judges Guild modules, cool as hell. Being a Goodman Games release gets me a little less excited about the project. Don't get me wrong I like GG releases, some of them a very great deal, but for some reason the layout, interior artwork, and the overall "depth" of the modules is starting to grate on me ever so slightly. I dunno, maybe it's the fact that everything in the GG modules are designed to be slaughtered. Yeah, yeah I know a good GM can easily work around this, but for some reason I feel the lack of depth in the GG modules are starting to get to me.

...............................................Omote

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Post by gideon_thorne »

Hey, maybe you lot can go mob Goodman and see if he wont put some C&C stat blocks in the back of these eh?
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Post by Treebore »

Omote wrote:
Yah, I saw the breaking news but to be honest, lately I'm kinda looking for something a little different. Yes, new Judges Guild modules, cool as hell. Being a Goodman Games release gets me a little less excited about the project. Don't get me wrong I like GG releases, some of them a very great deal, but for some reason the layout, interior artwork, and the overall "depth" of the modules is starting to grate on me ever so slightly. I dunno, maybe it's the fact that everything in the GG modules are designed to be slaughtered. Yeah, yeah I know a good GM can easily work around this, but for some reason I feel the lack of depth in the GG modules are starting to get to me.

...............................................Omote

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A fair number of them have a good bit of depth. Or at least its easy for them to grow, shall I say? That was the same with the earlier 1E modules. Bare bones, but many "kernels" for a DM to grow into something much bigger.

Its why I buy Necromancer and DCC's, gives me both. The C&C modules have been much like DCC's rather than Necro mods.

Anyways, you got to switch back and forth to keep them "fresh" for you. Throw some Dungeon mag stuff in for a change up as well.

Thats what I do, anyways.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Omote »

I hear you Tree, and nornally this is not a problem. I feel that the GG modules all feel very much the same. This could be due to numerous factors, like they all look exactly the same, read the same, etc. Depth in GG modules, well and good DM can add depth but I don't remember one that sticks out as being... deep, and I have almost all of them through October's releases.

Again, will reiterate that the modules are not bad, and I've used about 5-6 of them in my campaigns so far.

As far as Necromancer's modules go, I have yet to find a better resource for amazing modules. IMO, Necro is king of modules right now. For example, SHADES OF GREY, Necromancer's most recent release, while not deep like I have described above, is an amzing outline for a true campaign. Shades of Grey is awesome in this manner. Well worth the price. Lots of DM specifics are needed to fully flesh it out, but good none-the-less.

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Post by Geleg »

well I guess I like DCC on principle, even if there are some iterations of the line that I'd never play. What I like about the whole series is that all of them evoke a certain old-style crawling. If you want that, they've got it in forty-some variations. But, as I said, I'm not always a fan of a particular DCC. For instance, heretical as it may seem, I actively didn't like one of their C&C modules (Palace of Shadows). There are a couple of others that I haven't liked much. Despite this, I consider them one of my first stops in module purchasing. Not perhaps as good as NG (for which everything but Durgam's Folly has been amazing - IMO), but a close second. Those DCCs that I like I would have almost no problem converting. And, usually, there is a link between the DCCs which I don't like and the ones I'd have trouble converting (i.e., too much 3.5 creep).

my two cents,

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Post by Treebore »

I don't like Durham's Folly either. Its simply because I have never been a fan of "clockwork", plus the story itswelf is too "standard", other than the main monsters.

There are a couple of DCC's I don't like either. As written anyways. Like "Bloody Jack's Gold", for instance. I hated it. I played through it before I bought it and used it. I hated the adventure as a player. So I bought it, changed the premise drastically, and messed with the "ending" a good bit, changed a couple fo the encounters and how they worked, and now I like it a lot.

But that is the way I am with all the modules I buy. If I don't like it how it is, I'll change it until I do like it.

Unless they are like Durhams Folly. The "story" is so generice
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by robertsconley »

Treebore wrote:
I think you saw a couple of the people working on this post over on the Necromancer boards. Plus I know you've had to see Conley's stuff, so yes, I think its a solid bet that the material will stay "true" to the JG feel.

Thanks for the kind words. I think you will be happy how Badabaskor, Citadel of Fire, and Dark Tower will turn out.

Rob Conley

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Post by robertsconley »

Omote wrote:
I dunno, maybe it's the fact that everything in the GG modules are designed to be slaughtered. Yeah, yeah I know a good GM can easily work around this, but for some reason I feel the lack of depth in the GG modules are starting to get to me.

FPQ

I am not going say that I created something like the Sistine Chapel. But I think for a fantasy RPG adventure Badabaksor (and the other two releases) will be good and more importantly fun adventures.

Basically all three are among the most old school of the "old school" adventure out there. So what does that mean? Among other things a lot of old school adventure are built as a town coupled with a Dungeon. You go into the town, hit dungeon, get beat up, go back out, refit,and go back in.

This means Badabaskor and the other three are combination of a setting and a dungeon. Places were there is more going on than just going down a few levels and killing everything.

Then there what myself, the Geilmans, and the two Steves are bringing in. The 3.5 Badabaskor I wrote includes the original adventure, but with the original themes elaborated, expanded, and with ideas for plot hooks culled from my games, and other GMs. It is not a re-imagining like the new Battlestar Galactica, but neither it is a straight forward stat conversion. Most of my new work in Badabaskor was focusing on fleshing out the personalities and motivations of the NPCs and factions. To provide more plot hooks and multiple ways of using the adventure.

Finally if you goto the judgesguild dot com site and download Rorystone Road. then you will a get a taste of how I handle this kind of stuff. Also if you have Wilderlands of High Fantasy I wrote the chapters for Map 5, Map 8, and the upper half of Map 12 some 300+ descriptions in all.

Enjoy

Rob Conley

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Post by Omote »

Well being a fan og JG, and wanted to see what the new versions are like, I look forward to picking up these releases. Badabaskor and Citadel are very high on my list!

...........................................Omote

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