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Post by Mike on Jun 29, 2015 7:25:34 GMT -6
Waysof...
Yonks ago. Possibly even years, I distinctly remember begging you to make your house-ruled version of O&DD available to a) the gaming public at large, for a price if needs be and b) me in particular.
Your answer at the time was along the lines of "no, can't busy with Delving Deeper and...blah...blah..." etc.
So.
Delving Deeper is out there. There's a note on your site next to the latest text that reads "no plans for further revision". Very sad. But, life goes on.
Please (I'm on my virtual knees here), please let loose your Hinterlands game.
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Post by waysoftheearth on Jun 29, 2015 17:03:01 GMT -6
Thanks for your interest Mike Here are a couple of general updates: Back when I finally straighted out all the issues with the Lulu softcover edition (March 2015), I had no plans to do a further revision of DD. Since then there has been a bit of a breakthrough on the production/fulfilment side, and a hardcover edition has become viable. So there will now be a futher revision to DD, and it will result in a hardcover edition and, eventually, a revision to the Ref Rules too. See a bunch of my posts here for more details, but the short version is: I'm working on the hard cover edition right now. I have just gone and updated the DD downloads page and removed the "no further revisions" note. Regarding Hinterlands: I am still running my Hinterlands PBP game, and I just noticed it is five years three months old, and almost 17,000 posts! That particular game has geninely been a player driven "sandbox" that has evolved way beyond anything I had planned. There are currently a dozen players involved (spanning 2nd to 5th levels) including, I think, two survivors from the original cast. They have not yet visited the hobgoblin caves/fortress I originally envisaged as the centerpiece of the game, but have driven the development of a suite of other wilderness and dungeon locations and an overarching campaign plot stringing it all together. It has been a real privelige to watch it develop, and to be able to test a bunch of ever-changing house rules in a living campaign. Importantly, I think, it has enabled me to whittle down my copious house rules to just what actually "adds value" over what appears in the 3LBBs. There's an opportunity to do a Hinterlands 0e/DD supplement, for sure, and it's something I do want to do, eventually. If only I didn't need to work for a living ! I'd be really interested to hear if there are specific things about Hinterlands that you'd like to see in a supplement. What is it about Hinterlands that appeals you?
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idrahil
Level 6 Magician
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Jun 29, 2015 18:21:07 GMT -6
Ways, I can't check right now but I believe Hinterlands had a very large equipment list. I would be interested in that for Delving Deeper
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Post by waysoftheearth on Jun 29, 2015 20:10:26 GMT -6
Hey idrahil, FYI--if it can be worked in along side the page count requirement, there will be an extended dungeoneering equipment list appearing as an appendix in Reliquary. It probably won't include all the furniture, clothing, crates/barrels etc. that I posted for Hinterlands; that stuff feels genuinely "supplementary" so could, possibly, find its way into a supplement
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Post by Mike on Jun 30, 2015 7:13:40 GMT -6
Hi Waysof,
I'm glad that DD is not "dead", it is a thing of beauty that deserves to live on. I will be snapping up a copy of the limited koala-fur bound edition. Failing that, the hardcover.
What do I like about Hinterlands? Everything. It's a "real" game of D&D. Delving Deeper and all of the other games that choose not to challenge the primacy of the original rules, those that pay homage to game that never was if you will, interest me much less than a house-ruled set.
I say "game that never was" because no one ever played OD&D the way it was intended because: a) without a direct internet line to the designers, players took the game in there own direction and b) the original game didn't work "as is" you had to house-rule the gaps (yeah, yeah, I know I'll get flamed for that heresy).
House ruled games are first and foremost personal but secondly, they work. In that case of your material it not only works for you but also for an uninitiated and unwashed heathen such as myself due to the quality of writing. The kind of organisation that just wasn't possible back in the day is a cut and paste away.
So, Delving Deeper, love it. Long may she reign. But your best work is yet to come.
Aussie, Aussie, Aussie. Oiy, oiy, oiy.
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Post by sulldawga on Jul 6, 2015 20:04:50 GMT -6
Things I like about the Hinterlands that are unique to the Campaign:
The names for languages. The way mages can research spells and create new spells. The names of the spells. The custom classes. I can't put my finger on this specifically, but there's just a feel to the game, from the NPCs to the monsters to the environment itself, that's just... evocative. Evocative of how I imagine the game was played back in the day, by the original D&D gamers.
The ways (no pun intended) that the campaign stays true to the way OD&D "ought to be played":
City, dungeon, and wilderness adventures, all close by, a true sandbox environment. Wilderness encounters are dangerous, if not straight-up deadly, even with a large party. Talking, or running away, are often better choices than fighting. Not all fights are to the death. Morale checks can save your life... until you look at the aftermath of your Pyrrhic victory and wonder if you should have run to begin with. Emphasis on player skill and critical thinking, not a ton of Monty Haul magic items to be used as crutches. PCs die. PCs are drained of levels and don't immediately get them back. Actions have consequences. (Note to self: stop volunteering to sample un-identified potions) The DM lets the dice fall where they may.
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Post by waysoftheearth on Jul 7, 2015 3:59:53 GMT -6
Thanks Sully, you're a stalwart trooper. Comments much appreciated, and taken on board
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