Giantlands (2021)

Contents

Premise | Character Creation | Species | Professions | Ley Powers | Mutations | Other stuff | Core Rules | The World | How do I economy? | Species pt 2 | Monsters | No bears? No bullywugs… oh god the bugs! | Is this okay? | Demo Game | You’re walking in the woods… | That’s won’t work | You guys are being attacked… | Conclusion | Unplayable, and I don’t want to fix it | Is there a setting? | Spirtual successor?

Edit: Apologies to those who struggled through the initial release, and thank you to those who pointed out the many issues in it, will continue to try to tighten them up and cut back on my ellipses addiction.

Touted by Stephen Erin Dinehart IV as his role-playing game based on his unique vision of the world, but also written entirely by James M Ward (“Jim”)1 Wikipedia James M Ward <https://en.wikipedia.org/wiki/James_M._Ward> as a kind of Native American themed, spiritual successor to Gamma World2 James M Ward & Gary Jaquet Gamma World (TSR Inc, Lake Geneva WI, 1978) – the original release of GiantLands was also modelled off the White Box3 Wikipedia Dungeons & Dragons (1974) <https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)> release of Dungeons & Dragons.4 Gary Gygax & Dave Arneson Dungeons & Dragons (TSR Inc, Lake Geneva WI, 1974)

Dinehart regularly claims (incorrectly) to be the inventor of Narrative Design and a great master in game design space, but routinely avoids taking responsibility for not working to smooth out any issues in his game.

If you’ve found this via my write up of the GiantLands Saga, or anything connected to that – then you’re most likely already aware that the game is bad – but curious as to all the ways it is and if there’s tiny gems of goodness among the rotting debris. Also, since the game comes in three booklets I’ll be citing them separately.

Jim passed away on 18 March 2024,5 Haase-Lockwood & Associates Funeral Homes Obituary for James “Jim” Michael Ward III <https://www.haaselockwoodfhs.com/obituary/JamesJim-WardIII> with his final work widely ignored and panned, but apparently still optimistic that it could result in a theme park one day.

The Premise

The basis for the setting is that the upon re-awakening or reaching her breaking point, the spirit of the world as we know it ends the world as we know it – killing everyone as punishment for our misdeeds toward nature and creating a fresh start known as “The Great Reset”. It encourages the Spirit Keeper (who runs the game) to imagine how their world might look after such an event, but also with underground bunkers and alien spacecraft.6 James M Ward & Stephen E Dinehart GiantLands: Keepers Guide (Wonderfilled Inc, Lake Geneva WI, 2021) at 4

This results in the return of giants, not simply big humanoids but beings of immense supernatural power. As well as a new kind of human… and also robots, aliens, star ports… and all kinds of wild nonsense that never really gets explained. It’s also weirdly inconsistent – Sapiens are introduced to the players a new type of humanoid (capable of living 200 years)7 James M Ward & Stephen E Dinehart GiantLands: Spirits Guide (Wonderfilled Inc, Lake Geneva WI, 2021) but in the Keepers Guide says they were created in the 1st Age “to rival the Giants” and appear to have been present as “humans” in every age since.8 Keepers Guide, at n 6, at 16 – 17

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