Join us
Are you considering joining our Wilderlands campaign?
I strongly believe that good games are to be had with good players. That's why I care more about your attitude than skill or years of gaming experience.
Read on to see if our group would be a good fit for you!
I asked the players to answer three simple questions:
- How would you describe your ideal coplayer?
- Why should they join our game?
- What advice would you have for them to be successful in our game?
Here are their answers.
How would you describe your ideal coplayer?
- Diplomatic, thoughtful, smart, and adventurous.
- A person has a sense of humour, is willing to see some of their characters kick the bucket and is a bit savvy/clever.
- Team orientated, perceptive, good communication skills, serious, enjoys the sensibilities of pulp swords & sorcery tales.
- Team player with a good sense of humor and a willingness to deal with a shifting group of players.
- Open-minded, lets others speak but is not afraid to speak up themselves. Someone who is driven to explore and experience the fantasy world being presented, and is here to have a good time with like-minded people.
- Be a team player: the gaming style in this campaign will lead to an unending loop of failure if a critical number of players are merely attending but not really contributing to the team effort. This is not about exploring your original character's flaws and quirks. Downside: you will have to play ball even if the plan decided by the team majority is not the best.
- Not too serious, open to adapt to different personalities in the group.
- Easy going and friendly is all that's needed.
- Knows the rules of the game (or is willing to master them), is creative, cooperative, and keen on doing well (winning). They have a good sense of humour and don't take themselves too seriously, but they do take the game seriously.
- Mature attitude, sense of humour, willingness to jump into a teleport while holding hands.
- Takes the game seriously. Doesn't take themself seriously. With a clear indoor voice.
Why should they join our game?
- To have fun, and to explore.
- Because it is challenging, exciting, open ended and coherent.
- To meet and play alongside like minded folks, To engage in the world not the character sheet, to fulfill a desire to discover, explore and solve mysteries—with some force if necessary.
- Because they want that old-school feel!
- Wilderlands is a difficult but deeply fulfilling game. Everything feels earned, everything feels fair. Even when you “lose”, you have a fantastic (or at least amusing) story to tell. As long as you're here to experience the emergent stories of adventurers as they unfold, you will have a good time.
- The main reason to join is to experience an early D&D play style that was based on wargaming and less so on what is now mostly associated with role playing. It doesn't mean you won't find any chance to play out your character, especially in downtime or when writing reports, but that is not the main focus. The bonus and soul of this campaign is not the setting that is challenging. It could be any setting. It is rather the seemingly unending energy of the specific DM to find new ways to challenge the players in a wargaming fashion.
- Fun table dynamics. People of all knowledge levels.
- If you’re a fan of high difficulty but fair games.
- To try an old school game on the simulationist side of the gaming trifecta. Want to experience a fantasy world and have free agency to try things in that world, formulating and following up their own plans.
- This is a relatively stable group. It seems that even if the player roster changes from time to time, the game goes on. If you are into more long-form consistent sandbox campaigns, this is the group to join.
- For a taste of challenging dungeon exploration in a world— challenging in an escape room kind of way.
What advice would you have for them to be successful in our game?
- Play smart and cautious. Things will kill you if given a chance. I would stress that this game is tough. At the same time, it's a great learning experience. For example I learned the other day not to go through a teleporter.
- Walk before you run, be willing to learn through mistakes (including fatal ones), don't think in 5E terms.
- Plan but not overplan. Execute but do not over execute. Be wary but not paralyzed by choices. Be intelligent, use resources and support AKA us other players.
- Accept that some of your characters are going to kick the bucket. Be prepared for lots of puzzles and for sometimes shifting between characters as different parts of the larger group do different things.
- Play smart, and be proactive. Don't wait for the perfect exciting hook to come to you in the game: even if that cave you heard about isn't explicitly described as containing wondrous and entertaining things, it probably is! Go out, be enterprising, and explore. Let the game tell you how your character's story unfolds.
- It must have become obvious from the previous two points that to have even the slightest chance to survive long enough to be able to tell a story about your (many) characters' adventures and misadventures you must know the rules, prepare for each session as if your life depends on it, and be ready to exploit the rules and situations to your benefit. No, that is not meta gaming, not in a game like this. On the other hand, be flexible enough to change plans if they prove unsuitable. Mostly, because the many enemies you will encounter have the nasty habit of turning your meticulously prepared plans to dust.
- Have a bunch of characters in the oven.
- If anything feels slightly off in game it probably is.
- Embrace character death for it will occur a lot. Be cautious and learn the procedures in use well enough that you can use them to your advantage.
- Death is just another beginning!
- Play it clever, and enjoy the journey.
Still interested?
If above resonates with you, then feel free to send me an email to attronarch[AT]mailbox[DOT]org or a direct message on Discord (you can find me on the Mythmere Games server). We welcome players of all skill.
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