Wilderlands of High Fantasy: High Class Books Question

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Akrasia
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Post by Akrasia »

The two books sound very interesting, James. I look forward to seeing them in 2007.

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Post by johns »

I like the two book concept, and I'd probably buy both of them even though I don't plan on running a Wilderlands campaign.

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Post by Omote »

I think it's also important to remember that everything in the WOHA books are going to be setting specific, not offical C&C rules. I personally look forward to this. Thanks for the update JM.

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Post by sieg »

Those two books sound good...and I'd purchase 'em!
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DangerDwarf
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Post by DangerDwarf »

Yeah, will definately pick up those two.

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Post by Emryys »

Definately the first one and I'll have a good look at the second
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Post by Tadhg »

Emryys wrote:
Definately the first one and I'll have a good look at the second

Ditto. And they can't get released soon enough!
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Post by moriarty777 »

I've never been big on psionics in any gaming variation... I alowed them but let my players know my stance before making a psionic character based class. Everytime, my little spiel somehow detered them

But I'm willing to take a look and depending what else this book seems to offer, but it. The first one mentioned is a definate buy. Unfortunately, 2007 is still months away!!

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Post by sieg »

I'm with Moriarty, though I don't mind monsters with Psionics...just players.
But every system I've seen in a FRPG seems either too weird or too cumbersome. I'll give this one a try though!
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Post by Treebore »

I don't like Psionics either, but I buy and look at such material because I am waiting for the day to find the product that does psionics in a manner I would want to use.

Maybe this will be the time.
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.
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Akrasia
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Post by Akrasia »

I'm not normally a fan of psionics as well (sheesh, is there anyone here who is?).

But they seem to have a place in the Wilderlands (unlike many fantasy settings, where they seem 'tacked on'), so I'd be willing to look at some new rules for them with an open mind.
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malchidael
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Post by malchidael »

James,

Having only two, rather than 5 class books has pretty much guaranteed that I'll pick them up.

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Post by Severite »

Well, I have the new CSIO and the Wilderlands box set, and I have to admit, while I like the general setting stuff, I am much less impressed with the presentation with the stat blocks, so I would need to go through and rewrite the stats; but, since I am developing my own little world anyway, it doesn't make much difference. Overall, they seem to rely on heavy 3.5 edition stuff ( yes, I can see it's D20)

Anyway, to the point=)

For me to buy more of anything I would want to know what format these books would take, if they are based on 3.5 PH (which is fine overall, but too much for me slog through), then I can pass it up. If it is a little streamlined then I may be persuaded to pick it up. So, anywho, thats my 2 cents, not that anyone cares what I think

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Post by gideon_thorne »

Bear in mind that James' projects are being done for C&C. So the stat blocks will be that minimal:)
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Post by Severite »

Really? Im not familiar with this at all, what does he have out so far? And where can I find it?

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Post by gideon_thorne »

Severite wrote:
Really? Im not familiar with this at all, what does he have out so far? And where can I find it?

There's nothing out for it yet. But James has co oped with Bob Bledsaw in bringing his own Judges Guild campaign into print.

This is a list, subject to the modifications in line up discussed in this thread:
Quote:
Coming in 2007

Wilderlands of High Adventure

Campaign Installments, Adventure Modules, and Sourcebooks

From Adventure Games Publishing under license from Judges Guild and Troll Lord Games.

The first fantasy role-playing game campaign setting ever published the legendary Wilderlands of High Fantasy will be re-released in a newly revised and expanded edition.

Designed and approved for use with

Castles & Crusades

Based upon the 25+ year-long campaign of James Mishler a primary author of Necromancer Games Players Guide to the Wilderlands and Wilderlands of High Fantasy Boxed Set the Wilderlands of High Adventure campaign setting re-invigorates the classic swords & sorcery Wilderlands of High Fantasy setting with a modern, grim-and-gritty epic-fantasy style. Eventually, all 18 regions of the Wilderlands of High Adventure will be detailed in a modular series of campaign installments including vast empires and savage wilderness to the smallest details of hamlet, dungeon, and grotto and all elements can readily be dropped into any other fantasy setting!

From

Adventure Games Publishing
www.adventuregamespubs.com

(Website will go live soon...)

Fine products from Adventure Games Publishing, coming in 2007

The High Class Guides for the Wilderlands of High Adventure include all the classes that are found throughout most regions of the Wilderlands of High Adventure. Each book presents new classes as well as optional Wilderlands-specific versions of the classes found in the Castles & Crusades Players Handbook, plus new equipment, secondary skills, optional abilities, new spells, and other Wilderness of High Adventure-specific rules. 72 pages, saddle-stitched

AGP 01001

Amazons and Knights of the Wilderlands of High Adventure

$16.99

AGP 01002

Burglars and Burghers of the Wilderlands of High Adventure

$16.99

AGP 01003

Wizards and Witches of the Wilderlands of High Adventure

$16.99

AGP 01004

Prophets and Priests of the Wilderlands of High Adventure

$16.99

AGP 01005

Psychics of the Wilderlands of High Adventure

$16.99

The Judges Cyclopedias include new monsters, treasures, deities, timelines, historical maps, and other general setting materials that Judges need to run complete Wilderlands of High Adventure campaigns. 72 pages, saddle-stitched

AGP 01501

Monsters & Treasures I

$16.99

AGP 01502

Book of Unknown Gods I

$16.99

AGP 01503

Historical Atlas I

$16.99

The Players Guides to the Wilderlands of High Adventure include all general information a player needs to know about the specific races, cultures, regional classes, languages, realms, politics, laws, economics, religions, cults, guilds, equipment, spells, myths, legends, and rumors for an entire region. 48 pages, saddle-stitched

AGP 02001

Viridistan and the Falling Empire

$12.99

AGP 02002

Barbarian Altanis and the Kingdom of Antillia

$12.99

The Judges Gazetteers of the Wilderlands of High Adventure include information about each grand tactical region, including details on the geography, politics, religions, secrets, magic items, artifacts, hamlets, villages, towns, cities, castles, citadels, guilds, secret societies, lurid lairs, ravaged ruins, lost cities, and dungeons, plus tons of adventure ideas. Each comes complete with a full-color 17x22 map of the region at a 32-mile per inch scale, covering nearly 400,000 square miles of adventure! 72 pages, saddle-stitched with map

AGP 03001

Viridistan and the Falling Empire

$20.99

AGP 03002

Barbarian Altanis and the Kingdom of Antillia

$20.99

The Wilderlands of High Adventure Wilderness Books series intimately detail and describe specific districts and domains within each grand tactical region, and include a full-fledged campaign adventure and several minor adventures set in the district. Each comes complete with a full-color 17x22 map of the region at an 8-mile per inch scale, covering more than 20,000 square miles in intimate detail! 72 pages, saddle-stitched with map

Viridian Wilderness Books

AGP 04001

Book 1: The Satrap of Targnol Port and the Lords of Thistledown

$20.99

AGP 04002

Book 2: The Starrcrag Dwarves and the Obsidian Horde

$20.99

AGP 04003

Book 3: The Lady of the Lake and the Slithytove Wood

$20.99

The City States of the Wilderlands of High Adventure series completely detail the major metropolis and cities of the Wilderlands, including rulers, nobles, guilds, shops, craftsmen, temples, taverns, guards, thieves, and beggars, from the highest parapet to the deepest sewer. Each comes complete with a full-color map of the city state. 256-page HC

AGP 05001

City State Book 1: City State of the World Emperor

$39.99

The Adventure Module series of the Wilderlands of High Adventure continue the classic tradition of providing Judges with exciting, unusual, and detailed adventures for players to experience. Divided into the Beginner (1st-3rd level), Experienced (4th-9th level), Heroic (10th level+), and Campaign (1st to 12th+) Modules, these adventures provide the Judge with everything necessary to provide hours, days, or even weeks of Wilderlands adventure.

AGP 06001

Module B1: Goblin Warrens of Ukrak Morfut

32 pages

$10.99

AGP 06002

Module E1: Big Trouble in the Barradine Ruins

48 pages

$12.99

AGP 06003

Module H1: Against the Demon-King of Yahg Khosha

64 pages

$14.99

AGP 06004

Module C1: Valley of the Dead Queens

72 pages w/ map

$20.99

Titles, page counts, and Manufacturer Suggested Retail Price are subject to change.

Products are not listed in order of release release dates are yet to be determined.
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Severite
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Post by Severite »

So, these are all planned? That seems fairly cool, and I realize they wont be released in that order, but which is planned to be first? And is there a target month? Oh, and is there a company website (like goodman games), or are they going to be produced by the Troll Lords?

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gideon_thorne
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Post by gideon_thorne »

Might check back on page 2 of this thread and look for James Mishler's posting on the topic. He's been answering questions in this thread and another here:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
http://www.adventuregamespubs.com/ This is James' site for these products.

Troll Lords will be handling printing and distribution I believe?
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Re: Wilderlands of High Fantasy: High Class Books Question

Post by irda ranger »

Time for the Devil's Advocate.
jamesmishler wrote:
Hey everyone!

Do want to see additional rules for classes that more firmly define certain class-based archetypes, i.e., Anti-Paladins, Necromancers, Amazons, Mountebanks, Shamans, and etc., or do you feel that the classes as written in Castles & Crusades are broad enough to allow for these things with role-playing alone? If yes, why? If no, why not? And in either case, extrapolate as freely as you like on why you hold your opinion.

I cannot say this strongly enough: I do NOT want a class explosion (whether by Kit, Base Class, Prestige Class, Gestault, or otherwise). Only really strong archtypes which simply cannot be modeled using the classes in the C&C PHB should be fleshed out.
Quote:
Note that, in ANY case, the new classes would be optional,


Their use might be, but their purchase would NOT be optional if a purchaser wants the setting materials from the same volume. Also, once the "option" has been introduced players and DM's have to consciously decide what to use, what to exclude, and what to modify to fit it into the house rules they've already developed. Don't pretend that presenting new classes is a "costless option" to your customers.

I'll give some more specific feedback too:
Quote:
New Classes: Acrobat, Alchemist, Amazon, Anti-Paladin, Beggar, Berserker, Courtesan, Enchanter, Gladiator, Jester, Magician, Mountebank, Mycretian, Necromancer, Pirate, Priest, Sage, Shaman, Slaver, Summoner, Swashbuckler, Viking, and Witch;
Possibly OK: Acrobat, Alchemist, Amazon, Anti-Paladin, Necromancer, Priest, Shaman, Summoner, and Witch;
Not OK: Beggar, Berserker, Courtesan, Enchanter, Gladiator, Jester, Magician, Mountebank, Mycretian, Pirate, Sage, Shaman, Slaver, Swashbuckler, and Viking,

What's the difference? The classes in the first column have specific magical or physical traditions which cannot be modeled with the base classes and proper selection of Primes and background. The classes in the second category can.

Can anyone explain to me how a "Pirate" is different than a Thief or Dex-Prime Fighter with a sailing background and (optionally) a nautical skill set such as in Yggsburgh? How is a "Berzerker" different from a "Barbarian" that (maybe) knows how to read? What's the huge difference between a Magician and a Wizard? And how do you distinguish "Viking" from "Pirate" without mentioning they type of ships they sail? That I really want to know.
Special Note: Alchemist, Necromancer, Shaman, Summoner and Witch.

These classes are only in the "Possibly OK" category because I am giving the benefit of the doubt that there is more to them than a spell list and skill or two different from a Wizard. I can do that on my own. They would have to be at least as different from a Wizard as the Sha'ir was to be worth a seperate class.
Quote:
2) Core Class Modifications

Sounds good and useful. Also makes most of Section 1 irrelevant.
Quote:
3) Wilderlands-specific rules about magic;

4) The Wilderlands Social Caste and Class System (generally common to all regions, with local variations);

5) An official, if very light, skill system; and

7) Official combat rule additions.

All worth looking at, especially the campaign setting stuff. Any additions to the rules I am VERY leary of, as the "rules lite, non-3e" nature of C&C is what draws me to the system. Even a very lite skill system serves as a boundary on the player's and CK's imagination. Also, any skill system which is linked to level advancement (as opposed to time commitments or XP purchase costs) makes the game a little less free-form and natural ("What do you mean I spend two months on a pirate ship and never learn to sail?" "Well, you haven't leveled yet...")
Quote:
6) New common weapons and armor;

If all you did was explain the weapons and armor listed in the PHB, that would be worth it.

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Post by gideon_thorne »

Mountebank

Well. From what Gary has told me about this particular class, its not easily modled by a single class. Multiclass maybe.

But with its combination of bard like persuasion, sleight of hand, minor illusion magics and a few other odds and ends I could see this one being a class. In fact I'm playing around with my own version.
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Treebore
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Post by Treebore »

Sounds like the 2E or 3E Bard. To a decent degree, 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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johns
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Post by johns »

The 2E bard translates very easily into C&C - just give them access to druid and illusionist spells (or only illusionist spells, if you prefer).

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