New Treasures: Wilderlands of High Fantasy
In the very early days of adventure gaming, there were two companies you could count on: TSR, creator of Dungeons and Dragons, and Judges Guild.
Judges Guild was admittedly second tier. While TSR was constantly innovating, with full color cover art and high production values, Judges Guild saw no reason to deviate from the look they established in 1976: rudimentary layout and typesetting, and two-color covers that looked torn from a coloring book.
But they were prolific. My weekly pilgrimages to the gaming store in 1979 rarely yielded a new TSR release — they were few and far between — but Judges Guild never let me down, and I went home satisfied with many a JG product tucked under my arm. At their peak in the early 80s, they employed 42 people and had over 250 products in print, an astounding output.
Judges Guild was founded by Bob Bledsaw and Bill Owen; their first major product (and claim to fame) was the City State of the Invincible Overlord. The ambitious setting for the City State — a massive 18 maps covering nine continents drawn from Bledsaw’s home campaign, ultimately used as the locale for numerous adventure modules — became their next major release: The Wilderlands of High Fantasy, the first licensed D&D product and the first true campaign setting for the game.
Wilderlands was different in other ways, too. Perhaps most importantly it had a true sandbox feel, rather than the tightly-focused adventures of Gygax and Co, in which players were expected to follow a linear path. It encouraged a wide-open style of gaming, focused on exploring vast and wondrous forests and rugged landscapes, rather than dungeon crawls.