Wednesday, January 23, 2013

Classic D&D Version of Greyhawk

Recently I've been wondering what a published Gygax campaign would have looked like if he actually took his original campaign and committed it to paper. Obviously the map produced by Darlene is close, but not actual to what was described in the text of all the things I have ever read. The scale of the hexes is a bit weird too, since it seems that AD&D influenced the size of the hexes to match the distance an unburdened human could travel in a single day (30 miles). Most hex maps produced for older campaigns seemed to base everything on a world hex of 24 miles across, broken into smaller bits as convenient. Using 30 mile hexes is difficult to reduce very far without hexes being broken into fractional miles.

Rumor has it that the original campaign took place on a slightly exaggerated map of North America. Florida would have been the Tilvanot Peninsula (home of the Scarlet Brotherhood), New England the Great Kingdom (and presumably Rauxes = New York City or perhaps Washington D.C.), Nyrond would be the Midwest, the Nyr Dyv would be Lake Superior (almost identical in shape on all maps of Greyhawk), and the Rocky Mountains would be the Hellfurnaces and Crystlamist Mountains. This would make California and Nevada the Sea of Dust, and the northeast portion of maritime Canada as the Thillonrian Peninsula, home of the Suloise barbarian nations. Blackmoor was on this map as well, located somewhere near Hudson Bay and the northern islands of Canada. I know that the original campaign was vastly different in layout since the introduction given in T1: The Village of Hommlet does not match the geographical layout of the Velverdyva River and the hills of southern Verbobonc on the main map. The distances given on the map are too large to match what was stated. The map in T1-4 shows the Temple of Elemental Evil so far from the village of Hommlet that it would take days to a week for any threat to make it there, unlike the "so close and dangerous" description of T1.

I think that the Greyhawk depicted in the Gord the Rogue novels penned by Gygax himself is true to his original vision of Greyhawk. The details he provides on the city could only have come from a mind that determined their properties long ago and had become familiar over time revisiting the same locations over and over again in the game. To be sure, some things probably changed over the years in his own campaign as he adapted new players and new play styles, tinkered with rules and substituted house rules or tried out suggestions from other Dungeon Masters. I myself have done this and developed a form of AD&D that is close, but in no way follows the rules as written all the time.

My current project involves creating a new City of Greyhawk Supplement to the Classic D&D line of products, using the details provided from the Gord the Rogue novels. I know that these were written in the age of AD&D, but I prefer Basic/Expert D&D with some modifications. For example, separating race and class is more useful to me. Also, better defining the roles and spells of the campaign world and allowing monsters to have classes if humanoid. For example, I like the concept of orcs and goblins being able to advance as fighters, thieves, witchdoctors and shamans. Each would have their own level limits of course. Using the deities of the Greyhawk World adds more depth to the clerics. Changing alignments to Good, Neutral, and Evil also better defines the use of some spells (like Dispel Evil, Detect Good, and Protection from Evil). There really is no need for sub-classes in my opinion - but the Paladin, Druid, Monk, and Assassin are actually part of the Greyhawk world. A druid is nothing more than a Neutral cleric with restrictions and some magic-user abilities thrown into the mix. The paladin is little more than a Fighter/Cleric. The Monk is a Cleric/Thief. And the assassin is a Thief who uses poison to effect, can assassinate as well as backstab, and is considered a master of subterfuge and disguise. Now the Bard is another matter entirely, sort of a Druid/Fighter/Thief on steroids with its own abilities. Original D&D did a poor job of explaining these sub-classes; AD&D nailed them in their roles. Assuming one uses paladins, they must remain of Good alignment and follow a code of ethics. They may get some clerical abilities (protection from evil aura, immunity to disease, ability to cure by touch, etc.), but should not themselves be better than a Fighter or a Cleric. I liked the idea that they do not turn undead, but instead Dispel Evil (perhaps once per day) beginning at 9th level or so. Also the fact that they can call a warhorse of divine powers is a cool notion. Druids would give up the ability of turning undead to gain power over animals similar to turning/controlling and based off Hit Dice. Spells would have to be somewhat modified for this to happen. Perhaps three separate lists for a Cleric, Druid, and Anti-Cleric (Good, Neutral, and Evil clerics). Spells would substitute for those not needed by the Druid - for example, Faerie Fire could replace Detect Evil. Maybe a more generic version of the spells could be developed to better represent all three types of clerics (i.e. Detect Alignment, Protection from Harm, etc.). A Monk could be represented by a cleric that has abandoned the use of weapons and armor to perfect the Self, thus relying more on internal abilities than external powers. Such a character would use faith and will to heal himself, remain healthy and immune to some magical effects, and strike with hands and feet as a person would strike with a weapon. I think such a person would rely heavily on Wisdom, using the Wisdom modifier in place of Strength for unarmed strikes. Also Dexterity should still apply unless a minimum is required to apply for the class. Again, I'm simply trying to produce an alternative to the same Cleric class - not sure though that this one could be easily reproducible without reverting to AD&D stats and abilities. The Mystic in later version of D&D was close, but drew too heavily on Asian themes for me.

So there you have it. I'm also hashing out something for the Rhennee bargefolk and for gnomes as well, although I don't think either of those races will be available for PCs.

No comments:

Post a Comment

D&D Premises: Heroes vs. Villagers

 I find that most D&D players are firmly entrenched in two different camps when it comes to adventurers: you either believe that adventu...