Showing posts sorted by relevance for query Majestic Wilderlands. Sort by date Show all posts
Showing posts sorted by relevance for query Majestic Wilderlands. Sort by date Show all posts

Thursday, December 17, 2009

REVIEW: The Majestic Wilderlands

(In the interests of full disclosure, I've worked with Rob Conley on a couple of old school projects, including The Cursed Chateau, so bear this in mind when reading this review. I make no claims to any absolute objectivity in my reviews, including this one, but it's not unreasonable to expect me to admit when I'm reviewing a product by someone with whom I've had a past business relationship.)

Supplement VI: The Majestic Wilderlands
is cartographer extraordinaire Rob Conley's first foray into self-publishing and he doesn't fail to impress. Conley had already penned (along with collaborator Dwayne Gillingham) two superb installments of the Points of Light series, published by Goodman Games, along with articles in Fight On! and a D20 revisions to classic Judges Guild adventures, so I expected good things from The Majestic Wilderlands and I was not disappointed. It's a 140-page digest-sized supplement to Swords & Wizardry, although it's easily usable with "all editions based on the original 1974 roleplaying game." The book is available in three formats, two print (one with the cover pictured to the right and another with an "original style" cover), and one in PDF. Both print editions sell for $12, while the PDF carries a $7 price tag. Given the density of the text and small font size, there's quite a lot of material packed in its pages, so the prices are more than reasonable for what you get, especially when compared with many other old school products these days.

As its title implies, The Majestic Wilderlands is a licensed product, presenting Conley's vision of the venerable Judges Guild Wilderlands setting. This vision is based on his having used the setting over the course of three decades, adding to it and expanding it as the demands of 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. 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 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 lots of little details that could be imported into campaigns based there (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.

The Majestic Wilderlands bills itself as "Supplement VI," a nomenclature that might strike some as odd. It's obviously a reference both to the original OD&D supplements and to Geoffrey McKinney's Carcosa, which claimed the title of "Supplement V." I don't want to rehash the controversies surrounding Carcosa here; I think everyone who has an opinion on the subject has already expressed them. That said, I was critical of McKinney's decision in my own review of Carcosa and I haven't changed my mind on this score. Much as I admire OD&D and its supplement -- indeed, because I admire them -- I don't think it appropriate to add one's own work to the canon, so to speak. That's a judgment for others to make. Doing otherwise could be misconstrued as arrogance, or at least cheek, and might turn off people who would otherwise enjoy the content of one's book.

Fortunately, with only a couple of exceptions, the content of The Majestic Wilderlands is top-notch. Conley boldly divided the book into three sections modeled on the three volumes of OD&D. The first, "Men & Magic," provides new character options. Among these are several new sub-classes, such as Berserkers, Knights, Soldiers, Paladins of Mitra, Myrmidons of Set for Fighting Men, and Mages, Artificers, Wizards, Rune-Casters, and Theurgists for Magic-Users. The classes are all well-done, both mechanically and stylistically. I have some issues with a few of them (the Soldier seems unnecessary, for example), but I like many a great deal, particularly the Myrmidons of Set, which would work nicely in my Dwimmermount campaign as elite warriors of Typhon. Conley provides new options for Clerics too by describing each faith of the Majestic Wilderlands, often imposing new restrictions on the class while at the same time opening up new possibilities. It's a nice approach, one that takes the kernel of a good idea in 2e's specialty priests while avoiding its pitfalls.

Section I also introduced a new class and its attendant sub-classes: the Rogue. Rogues are characters who are neither good at fighting or magic but instead excel at certain abilities, which is to say, skills. All Rogues (Burglars, Thugs, Mountebanks, Claws of Kalis, and Merchant Adventurers) depend heavily on the skill system introduced in The Majestic Wilderlands. As you'd expect, I have mixed feelings about this. 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-based game. The skill system Conley presents is simple enough: roll 1D20, modified by appropriate class and ability bonuses (if any), and score 15 or higher to achieve a success. As such systems go, it's pretty inoffensive. I'm simply not convinced that it's needed, but I realize I may be eccentric about this point. I'm probably also eccentric in disliking the idea of NPC classes, particularly for "non-adventurers." The Majestic Wilderlands gives us several of these: Craftsman, Hedge Mage, Priest, and Scholars. All remind me of the "cut-down" NPC classes we saw in D&D III and, again, I don't really see the necessity for them, particularly in an old school game.

The section continues with an overview of playable races, with a few new options, including some specific to the Wilderlands. There are also some nice new rules for combat that are simple yet flavorful and should do a lot to making OD&D-style combat more tactically rich. Following that is a section of magic that, among other details, introduces "rituals," which enable a spellcaster to cast a spell straight out of his spellbook without having to memorize it beforehand, but the spell is slower than normal 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 cast via rituals in
the Majestic Wilderlands." As you'd expect, I don't much care for the concept of rituals, precisely because it changes the complexion of spellcasting character classes in a profound way. Without the so-called "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.

Section II is "Monsters & Treasure" and introduces several new monsters and magic items. It's the shortest section in the book (only 10 pages), but nevertheless manages to inject some new approaches to some staples of the game. Section III, "Underworld & Wilderness Adventures," takes up close to half the book and presents Conley's vision of the Wilderlands setting, complete with maps and a gazetteer of it all. Nearly the entirety of this vast setting gets at least some discussion, with the area around the famed City-State getting the most. Conley shows a remarkable ability to say a lot in a few words and, while no region gets dozens of paragraphs devoted to it, each one provides enough detail to inspire a referee -- proof positive that campaign setting books need not be huge technical manuals consisting of hundreds of pages to be satisfactory. The various cultures that inhabit the Majestic Wilderlands gets more detail and it's here where Conley's vision comes through most clearly. He cares a great deal about society, culture, and (especially) religion and it's these forces, moreso even than monsters and magic, that drive the Wilderlands in his estimation. This helps give the whole a "serious" quality to it that, while not wholly to my taste, is nevertheless extremely attractive. Conley's love for the setting is palpable and infectious.

In the final analysis, The Majestic Wilderlands is a terrific book and another great example of old school game design. Both in terms of its game mechanics and its setting material, this product proves the old adage that "less is more." It likewise counters the notion that, without reams of precise rules and setting detail, you don't have enough material to run a RPG campaign adequately. The Majestic Wilderlands is a model of compendiousness, providing all that's needed to play without being cryptic. And while I dislike some of the rules included, for both philosophical and practical reasons, they're easily omitted. Moreover, Conley provides so much in these pages that, even eliminating those 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 nice capstone to a year that has seen the old school movement prosper and diversify. Here's hoping we see more products of this sort, from Robert Conley and others, in the years to come.

Presentation:
7 out of 10
Creativity: 9 out of 10
Utility: 9 out of 10

Buy This If: You're either a Wilderlands fan (or looking to become one) or interested in some excellent supplemental rules to Swords & Wizardry (or any OD&D-derived game).
Don't Buy This If: You have no interest in the Wilderlands or prefer to keep your OD&D-derived game free from supplemental rules.

Saturday, February 13, 2021

REVIEW: The Basic Rules for the Majestic Fantasy RPG

More than a decade ago, Rob Conley wrote and published a supplement for use with Swords & Wizardry and other OD&D-descended fantasy roleplaying games which he entitled Supplement VI: The Majestic Wilderlands. I wrote a positive review of the book at that time and, having re-read it in preparation for doing this review, my opinion of it hasn't changed. If anything, I'd say my opinion has improved. A big reason for this is that it's very clear that it's the fruit of years of play, reflecting not just Conley's thoughts about what make good fantasy RPG rules but what has actually worked at his table over many years. As I said in my original review, I'm not wholly on board with every design decision Conley made but so what? There's scarcely a RPG product with which I have no reservations and I imagine that's the case for most people. In the end, though, The Majestic Wilderlands was a well presented rules supplement informed by years of both thought and play.

Consequently, I was pleased to hear that Conley had produced a new iteration of his supplement, this one called The Basic Rules for the Majesty Fantasy RPG (hereafter Basic Rules). Taking the form of a 204-page digest-sized book, Basic Rules contains everything needed to generate characters of levels 1–5 and referee their adventures – classes, races, spells, combat rules, monsters, treasures, and more. Though based on Swords & Wizardry, just like The Majestic Wilderlands, it's fully – and easily – adaptable to any fantasy roleplaying game derived from the original 1974 rules. 

That said, I think it important to point out the Basic Rules is not a clone as usually understood but rather a specific iteration of the 1974 rules modified, augmented, and otherwise altered to bring them in line with Conley's Majestic Fantasy Realms setting. This is reflected in two ways. First, many elements of the rules presentation explicitly connects to the setting. For example, the cleric class is not generic but instead represents a member of the militant arm of the church of Delaquain. goddess of war and justice. Second, scattered throughout the text are asides called "Rob's Notes," where Conley offers insights into why he adopted certain rules or rules modifications. I was particularly taken with these, not just because I enjoy reading about how other referees think but also because they drew my attention to deviations from the way things are generally done in OD&D-descended RPGs. For instance, Conley explains why he chose the spells included on a random table for scrolls – a small point perhaps but one I appreciated nonetheless.

Given all this, one might reasonably wonder, "What distinguishes Basic Rules for any of the literally dozens of other variations on the 1974 rules?" It's a fair question and one that Conley anticipates in his foreword, where he explains

A central feature of my campaigns is allowing the players to "trash" the setting by making their mark. Sometimes they only impact a single locale; other times they impact entire regions. Because of this, what characters do outside of adventuring is important. To support this, I created an ability system to handle some of the many things players may attempt to do outside of combat or magic. 

"Abilities" are a bit like broad-based skills, something I have, in the past, been suspicious of adding to old school D&D. Six years of refereeing Empire of the Petal Throne, which includes a rudimentary skill system, has softened my stance on the matter and I better appreciate what Conley has done here. There are only twenty abilities and members of any class can attempt them, though each class gets certain bonuses when attempting those most closely associated with their training. Though many of the abilities are what one would expect – climbing, perception, physician – others, such as haggling or herblore are not. These unexpected ones often relate to "what characters do outside of adventuring" and, I suspect, tie into systems like magic item creation that might get more fully fleshed out in a future Advanced Rules. Even without such a thing, I found them well chosen and their in-game uses well explained.

Even more interesting in my opinion are the combat options of Basic Rules. While still conforming to the overall texture of OD&D-style combat, Basic Rules introduces numerous simple but useful wrinkles. Most weapons, for example, have unique characteristics that set them apart from others, providing bonuses (e.g. the mace's effectiveness against chain armor or a crossbow's greater accuracy) that make them attractive in certain situations. There are also expanded rules for shields, combat stunts, and critical hits/misses, each of which is simple in itself but, when taken together, adds real options to play. More importantly, they've clearly been added with care and an eye toward ease of use, injecting some much needed flavor into the often-bland 1974 combat system. 

This same care and sensitivity to ease of use can be found throughout the book. Equipment, magic, NPCs, monsters, treasures, and more contain subtle differences that are flavorful and reflective of Conley's own tastes while not being so far removed from the baseline most of his readers already know from having played other OD&D descendants. Reading through Basic Rules, it quickly became clear to me what Conley's campaigns are like – open-ended, "sandboxy," and, above all, immersive in the setting itself – qualities very near and dear to my own heart. If you too have a fondness for campaigns of this sort and are looking for a supplement to inspire you, The Basic Rules for the Majestic Fantasy RPG might be exactly what you're looking for.

Saturday, June 14, 2025

Rich and Creamy

 A couple of weeks ago, I mentioned that, after so many years of refereeing Empire of the Petal Throne, I found myself craving a vanilla fantasy setting – something simpler and more straightforward than Tékumel but that was nevertheless very well done. I received a lot of good suggestions in the comments to that post, but one of the best ones came directly from Rob Conley, a fellow blogger who's done some truly excellent work over the years, especially regarding the subject of sandbox settings, both for fantasy and for Traveller. If you're at all interested in sandboxes, I highly recommend you check out those series of posts. In my opinion, they're pretty close to definitive.

Rob has done a lot of other great stuff worthy of your attention, like Blackmarsh, a free hexcrawl setting in the tradition of the Outdoor Survival map OD&D suggested the referee use for adjudicating wilderness travel and exploration. Blackmarsh is one of my favorite things from the first few years of the Old School Renaissance. I made use of it in my Dwimmermount campaign to represent the region immediately to the north of the main campaign area. It's a great example of well-done vanilla fantasy, providing a referee with just enough material to spark his own imagination without limiting his options.

Now, Rob is preparing to release another sandbox, one built on the foundation of Blackmarsh and related projects: Into the Majestic Fantasy Realms: The Northern Marches. As its title suggests, The Northern Marches is connected to Rob's Majestic Fantasy RPG, but is completely usable with your preferred old school fantasy rules. In that respect, it's a lot like Judges Guild's old Wilderlands of High Fantasy material in that it sketches out a huge amount of real estate that can be adopted and adapted as the referee sees fit. Rob has a long history with the Wilderlands setting, so I doubt he'd argue against saying his Majestic Fantasy Realms setting has been inspired by it, even if it's very much its own unique thing.

Rob very kindly shared with me his latest draft of The Northern Marches, which is an immense document of over 100,000 words. Don't be put off by its length. Though there are some high-level discussions of history, geography, politics, and religion, the vast majority of this text is devoted to short but evocative descriptions of the notable hexes of the four regional maps included with the book. Just as useful is the section devoted to traveling within the setting and all that that entails – caravans, ships, exhaustion, rates of travel, and more. This is, after all, a sandbox setting, so these sorts of things are absolutely essential to make full use of it. 

You can see the full table of contents, along with a preview of the setting here. Another overview of the setting and this project can be found in this post on Rob's blog. It's really well done and very much in keeping not just with the excellent material Rob has made before, but also with his work on creating and running sandbox campaigns. I was very impressed by the scope of The Northern Marches, not to mention the obvious work Rob has put into making it accessible and usable. While it's still too early to say how I might eventually decide to sate my craving for vanilla fantasy, I can say there's a very good chance I'll make use of The Northern Marches in one way or another. If that sounds like something you might be interested in, I highly recommend checking it out.

Saturday, June 4, 2011

Three Castles Award Winner

As many of you know, this year marks the first year that the fine folks at the North Texas RPG Con are giving out the Three Castles Award. The Award
was conceived by Robert Kuntz and with the able assistance of Douglas Rhea forwarded as an award to be presented to designers of the highest merit for outstanding work in the industry of Role Playing Game design. Only one such award can be given annually. And due to the exacting guidelines used for determining what qualifies as an exemplary design, only those designs that match or exceed the guidelines can qualify to be awarded. If no entry meets these criteria, no award is achieved for that year.
The nominees for the inaugural year of the award were:
This year's judges were:
  • Dennis Sustare
  • Paul Jaquays
  • Steve Winter
  • Tim Kask
  • Rob Kuntz
Doug Rhea gave me permission to announce the winner of this year's award on my blog shortly after it it was revealed at NTRPGCon this evening, so it is with great pleasure that I inform the wider old school community that the 2011 winner of the first ever Three Dragons Award is Michael Curtis for his work on The Dungeon Alphabet. 

Congratulations to Michael on his well-deserved award!