Orange3 1

Wilderness Survival Guide (1986)

The Wilderness Survival Guide (1986), by Kim Mohan, is the natural companion to the Dungeoneer’s Survival Guide, which came out of couple months earlier. Which is not to say it was a good idea.

Like its predecessor, it is full to brimming with rules systems no one wanted. This time we have weather systems, foraging, rockslides and other natural hazards of travel. You can see how dull this book is by the illustrations, most of which struggle mightily to make things like “a bit of heavy rain” and “surprisingly strong wind” out to be thrilling opponents on par with dragons and orc hordes. (Let me pause to say: this survival stuff isn’t inherently uninteresting, but rather, it is uninteresting in the context of a heroic fantasy RPG like D&D. With even a few tweaks, it can become a fascinating RPG.)

That’s it, basically. A whole 128-page book dedicated to rules for walking through the woods. There is no tantalizing wilderness Underdark equivalent to serve as a hook.

No one wanted this book or DSG. There were so many copies of them (as well as the Dragonlance and Greyhawk Adventures books) in warehouses that TSR tried to repackage them for 2E in 1990. I remember Chessex catalogs as late as 1991trying to liquidate their stock for $5 a piece (which makes me laugh whenever I see one of those books going for more than cover price on the secondhand market).  

Never even liked the cover, TBH. What is going on with the monster’s mouth?

Leave a Reply

Your email address will not be published. Required fields are marked *