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PostPosted: Tue Sep 06, 2016 11:08 am 
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Wild-Eyed Zealot

Joined: Thu Feb 21, 2013 5:39 am
Posts: 89
I'm well into my THIRD trip to Castle Whiterock as a DM. I ran it once in its native 3.5 and my players made it to Lv 10 before the campaign fell apart. My second trip through Whiterock was in Pathfinder and player drama ended that campaign before it really got started. My current Whiterock journey is again in Pathfinder and seems to be going pretty well.

This got me to thinking though. Will other DMs even look at Castle Whiterock?!? It's old. It's in 3.5 (does anyone still play that?). It's not exactly out there in the public eye.

Is there any chance for a 5E or Pathfinder release of Whiterock? I think there should be. Who's with me?!? Post here if you'd like to see the few maps mistakes fixed and have the whole thing moved into 5E. Maybe we could even release it as a Fantasy Grounds, Roll 20, or d20 Pro super-mega adventure. Because of the cost of producing this originally, I wouldn't even consider a physical copy unless it were done as a Kickstarter. What do you think? Chime in here if you'd like to see this. Maybe Goodman Games will notice.

-Bill


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PostPosted: Mon Sep 12, 2016 4:35 am 
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Wild-Eyed Zealot

Joined: Thu Feb 21, 2013 5:39 am
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40+ views and no support? I guess no one is interested in updating Whiterock. That's a shame.


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PostPosted: Mon Sep 12, 2016 10:19 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
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billolmesdahl wrote:
40+ views and no support? I guess no one is interested in updating Whiterock. That's a shame.


If Joseph Goodman ever decides he wants a DCC version of Whiterock, I would be happy for the commission!

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PostPosted: Sat Sep 24, 2016 1:44 pm 
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Far-Sighted Wanderer

Joined: Fri Jul 17, 2015 5:41 am
Posts: 16
FLGS: Speldorado
I wonder whether it wouldn't be worth it for something as large as this to convert it into 2 parts, a big systemless part with most of the fluff and maps, and a small system specific part with most of the crunch?
It seems to me a lot of effort in the rpg business is spent on continuously converting stuff.


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PostPosted: Tue Sep 27, 2016 10:52 am 
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Gongfarmer

Joined: Mon Jul 11, 2016 2:15 am
Posts: 1
FLGS: Unique Gifts and Games
My home game is running Castle Whiterock currently. We are on level six so far and everyone is enjoying it.

We are running it as a pathfinder game but I am changing very little from the 3x rules.

So far I'm loving it!


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PostPosted: Wed Nov 02, 2016 6:53 pm 
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Far-Sighted Wanderer

Joined: Mon Oct 31, 2016 3:06 pm
Posts: 25
FLGS: Mayhem Games, Des Moines, IA
I with they'd rerelease the boxed set. Looks awesome. I know it's available for purchase as a PDF, but it just seems like a cool boxed set I'd love to get my grubby mits on.


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PostPosted: Thu Nov 03, 2016 7:20 am 
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Far-Sighted Wanderer

Joined: Mon Oct 18, 2004 8:44 am
Posts: 14
Woodland Mutant wrote:
I with they'd rerelease the boxed set. Looks awesome. I know it's available for purchase as a PDF, but it just seems like a cool boxed set I'd love to get my grubby mits on.

The boxed set is indeed cool.

As for a revised edition, DCC seems the most likely although the maps don't really fit that style. I'd prefer a B/X / OD&D version but I doubt that would sell enough to be worth it.


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PostPosted: Sat Nov 05, 2016 4:06 pm 
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Steely-Eyed Heathen-Slayer
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Joined: Sun Jun 03, 2007 6:23 am
Posts: 635
Location: Auburndale, FL
FLGS: The Comics Club
I know you should never say never but I remember Joe saying CWW was something that he would never do again. Just so darn big. You could break it up into at least 20 modules and one guide book.I remember buying it at Gencon for $100 when it first came out. I nearly broke my back carrying that thing in my backpack all day. You can find it for around $40 on eBay these days.

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PostPosted: Sat Nov 26, 2016 11:51 pm 
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Ill-Fated Peasant

Joined: Sat Apr 16, 2011 12:00 pm
Posts: 4
I would love something like a Fantasy Grounds conversion with nice tactical maps. I'd certainly pledge for a Fantasy Grounds Whiterock Kickstarter.

I tried running Whiterock and would really love to crack it, but gave up after basically the second area. I could never decipher the visuals and ended up unable to describe things to my players in a way congruent with what it seemed like the designers intended.

Like Area 1-1

"Area 1-1 – The Main Gate (EL 3): The winding path leads to a cave entrance with a man-made tunnel that provides access to the main gatehouse."

It seemed like the designers figured "ok, getting through this gatehouse will be tricky." But as far as I could tell, the gatehouse was in the mountain, on the other side of which was the slaver camp, open to the air. So my players just went over the tunnel. They never interacted with the gatehouse.

I couldn't figure out;

A: Is there any reason that shouldn't work? Based on the description I read, seemed totally reasonable.
B: Therefore why would anyone go through the gatehouse?
C: What did the designers intend?

Had the same experience with Area 2-3.

"There is an access corridor along the west wall that provides a route to the other side of the room. However, a pair of portcullis, currently lowered, block the way"

Well, the portcullises are just these freestanding structures, the whole room is one big open area. So the players just grabbed one edge of the closed portcullis and climbed around. It seemed clear the designers intended those portcullises to be some kind of obstacle, but my players didn't think so and when they were confused and said "Ah, ok, we climb around it?" I couldn't think of any reason that would work.

These two instances really confused me and left me wishing for way better visualizations.


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