Castle Whiterock: Revised Edition

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billolmesdahl
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Castle Whiterock: Revised Edition

Post by billolmesdahl » Tue Sep 06, 2016 11:08 am

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

billolmesdahl
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Re: Castle Whiterock: Revised Edition

Post by billolmesdahl » Mon Sep 12, 2016 4:35 am

40+ views and no support? I guess no one is interested in updating Whiterock. That's a shame.

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Raven_Crowking
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Re: Castle Whiterock: Revised Edition

Post by Raven_Crowking » Mon Sep 12, 2016 10:19 am

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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fritsk
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Re: Castle Whiterock: Revised Edition

Post by fritsk » Sat Sep 24, 2016 1:44 pm

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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Re: Castle Whiterock: Revised Edition

Post by bperlis » Tue Sep 27, 2016 10:52 am

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!

Woodland Mutant
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Re: Castle Whiterock: Revised Edition

Post by Woodland Mutant » Wed Nov 02, 2016 6:53 pm

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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Re: Castle Whiterock: Revised Edition

Post by Hedgehobbit » Thu Nov 03, 2016 7:20 am

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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Re: Castle Whiterock: Revised Edition

Post by DCCfan » Sat Nov 05, 2016 4:06 pm

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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Re: Castle Whiterock: Revised Edition

Post by Matt » Sat Nov 26, 2016 11:51 pm

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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