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Wildemount Worldbook (Part 2 of 2)

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In my previous post, I examined an AD&D worldbook, Dragonlance Adventures by Weis and Hickman. Today, I'm going to examine a 5e worldbook,  Explorer's Guide to Wildemount  by Matthew Mercer. The book is based on the world Matt Mercer created for season 2 of Critical Role, of which I have only seen a part. Wildemount is one of the continents of Matt's homebrew world of Exandria. As with my Dragonlance review, I am not going to discuss other supplements like the Call of the Netherdeep campaign book (also 5e).  Wildemount Setting 5e The Book This book was a joint effort between Critical Role and the D&D staff (Jeremy Crawford et al.). It's 304 pages long, most of which can be used or adapted at the table. Let's start off with a quick rundown on the contents of the book: A brief overview of the setting and the book. A history of the world to the present. Factions and societies within the world. A gazetteer. Race and class options for PCs. 4 Adventures and GM a

Looking for a Good Worldbook (Part 1 of 2)

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I am an OSR neophyte who started playing RPGs during D&D 5e. In the past few years, my 5e books have been gathering dust. Now I'm trying to figure out which ones might be worth keeping, and which ones are going up for sale. Are there any D&D 5e books which can hold their own, even without the 5e rules to support them? Hopefully, the answer is yes.  Explorer's Guide to Wildemount  stands out to me as a good gazetteer and worldbook. I'll come back to that in part 2. First, I want to ask what makes a worldbook good or bad. Then I'm going to look into Dragonlance Adventures from AD&D, to see whether it can be used for the sort of Old-School gaming that I want. OSR Sandbox I currently run my game as an OSR-style sandbox, with an open world. Because I'm thinking from a sandbox perspective, I want to evaluate books on a few areas. Firstly, I want to know if I can integrate them into my current campaign, or whether can I start a new campaign based in this world