22 July 2018

III-15: Into The Wilds, Annotated

Page 15

 

The Wilderness: introduces us to the concept of the wilderness as an milieu much like the Underworld, as opposed to merely forests and caves, respectively. 
 
We have heard some gamers intimate the comparison of Blackmoor as a one-horse town to the city of Greyhawk as a subtle slur against Arneson. We feel this is not likely, as both descriptions are quite accurate and the two were still collaborating at this point in the game’s history. 

Last of all we are introduced to The Avalon Hill Game Company’s Outdoor Survival as an adjunct to running a campaign. The map is handy, but the rules themselves have some utility and can be adapted for use. 

Castles: there is an even chance encountering a castle means dealing with its inhabitants. Depending upon the alignment of the respective parties, it would seem the easiest a wandering party can get away from the encounter is by paying a toll of 100 to 600 gold pieces. There are chances of losing one’s armor, getting sent on a geas and having magic items removed from the party, paying a tithe of all their money and jewels, or being sent on a quest. Of course, there is also the possibility of battle with a hostile force.

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