I cut my teeth on Basic/Expert D&D back in 1982/83 in the
Moldvay/Cook sets. This introduction had me immediately looking for more
rules in the Advanced D&D hardcovers of 1st edition. This ruleset
was used for several years until 2nd edition hit the stands in 1989 and
we were hooked completely. 2EAD&D served me very well for many years
to come.... until 2000. With the release of D&D 3E I felt that the
game had changed a little too dramatically - some rules were better than
anything I had seen before, and others.....well, let's just say that
progress is not always beneficial. I jumped off the wagon when D&D
4.0 came along - it just wasn't D&D anymore.
My
emphasis on 1E and 3E came about in 2000. This is when I started my long
running AD&D 1E Mystara based campaign and my D&D 3.0/3.5
Greyhawk campaign. Of the two, the latter imploded and the former is
still going strong after 13 years despite several health issues in the
group. We tried to make these games work, but the input required by the
DM for 3E became overwhelming for me and I had to quit one of the
campaigns to save the other. So the 1E game continues.
I
actually LIKE D&D 3.5. I find it to be a well-balanced ruleset with
answers to most of the frequently asked questions. It's downfall is the
same as it's strengths - it answers too many questions and tries to
make everything integrated. Magic does not work well in a shoe-horned
system of checks and balances. Some characters become insanely powerful
too quickly and providing a challenge for them while maintaining a
meaningful campaign becomes a nightmare. However, low-level adventuring
is very enjoyable and I could see myself running adventures for a new
campaign again.
AD&D, by contrast, is a dense work
with rules scattered throughout the books, some contradictory and others
inferred. I've spent about 25 years analyzing the rules in the DMG only
to discover that they really don't make a whole lot of sense as
written. The perils of a single author writing a volume of this size
over a long period of time I suppose.
Things I like about 1st Edition AD&D:
- limited choices make the players think
- so many rules for so many circumstances that it's a challenge to use them all
- unlimited play styles accommodated in one set of rules
- can mix and match or house rule with impunity
- success depends upon the experience of the player or the character
Things I like about 3rd Edition D&D:
- same rules apply to all creatures in the game, PC, NPC, or Monster
- standardized rules for certain "skills" modified by abilities and race
- standardized ability scores and application to more circumstances (ability scores matter)
- easier multi-classing rules
2E AD&D suffered from "rule bloat" where more books were published than were needed to run a campaign and fewer adventures were published as a result. Players need to have options open to them and DMs need a break, so publishing quality adventures should be the FOCUS of any edition. DMs have enough to do - they don't need to assemble a campaign from scratch or prepare adventures on the fly to suit the whims of the players. 1st edition was fine for adlibbing adventures; 3E D&D was not. No edition produced so far has yet worked successfully with a "random dungeon" design. 3E D&D in the end suffered not only from "rule bloat" but also from reprint madness. In evolving the game to 3.5 D&D many of the books were reprinted with the amended rules causing people to re-buy all the material they already purchased. That's a sure sign that the end is near, and it happened with 4.0 D&D.
I am most comfortable running AD&D 1E. The feel is dark and dangerous, as opposed to the clinical and predictable combat of D&D 3.5. Combats in both editions can take a long time - in AD&D 1E the combat length depends on the number of participants (and party size is much larger) while in D&D 3.5 the combat options and rules require longer to get through with multiple steps. Large combats in both editions can be a tracking nightmare. Magic items and treasure in general are much more important in 1E while balancing encounters to the characters is more important in 3E. Training drains much of the wealth away in 1E while magic item creation drains only a minor amount from 3E characters. There seems to be an endgame in place in 1E where the characters eventually retire to become leaders of the land. The endgame in 3E is established by the DM with a soft cap of level 20 before moving on to Epic level adventures (which are ridiculously powerful in my opinion). High-level characters are very powerful in both editions for different reasons. In 1E the characters benefit from a multitude of magic items and spells against creatures written for an earlier version of the game (Monster Manual was written with 0E D&D in mind). In 3E the power creep syndrome keeps monsters and characters on an even keel for a while but eventually the players outnumber or outclass the creatures in some respect and mow them down. Spellcasters are much more powerful in 1E than in 3E despite the increase in number of spells, simply because most spells in 3E have a saving throw and there are limits placed on the power of the spells in 3E that are not there in 1E (e.g. magic missile, fireball, lightning bolt, haste, slow, turning undead, etc.). Survivability is much better in 3E, but the fear of death makes for a more exciting game in 1E. Characters creation in 1E takes a while but the choices presented in 3E make character creation a week-long endeavor!
Ideally, merging the two editions seems to be the way to go. By giving the creatures in AD&D 1E an update as they did in 3E would only enhance that edition. Providing limited choices for 3E characters and providing an established path to follow seems to be the route to enhance the 3E experience. I am still a proponent of making D&D fast and simple, but "Advanced" D&D implies complication. I actually prefer to be limited and make the character work despite the limitations. It makes for a more satisfying adventure - overcoming hardship in the face of impossible odds!
Tuesday, September 24, 2013
Friday, September 13, 2013
Greyhawk Timekeeping and Published Modules
I stumbled upon an interesting finding while trying to establish a timeline for the Hommlet/Temple of Elemental Evil backstory. Apparently, the timeline for Greyhawk back in the Folio days was set at 576 CY - this being the starting point for any campaigns set in the Flanaess. However, I take this point to reference the year 1976 A.D. when Gary Gygax ran his D&D campaigns in the world of Greyhawk. Further references in the module T1 seem to indicate that the year was now 579 CY, which coincides with the module's publication date of 1979 A.D. Future product releases in the Greyhawk campaign in 2nd edition and 3rd edition apparently kept this timeline advancement, so that the year in the "real world" advanced with the year in the fantasy world.
By this estimation, the timeline in Greyhawk should be 613 CY and Hommlet should have advanced by 34 years. A lot can happen in 30 years. In our lifetime we've gone from the invention of the personal computer to the ubiquitous social media devices. We've advanced travel and technology to undreamt levels. Look how far we advanced between the 1940s and the 1970s. In a world of magic, however, this may not be the case. Surely, the castle fortifications begun by Burne and Rufus in the module are completed by this time and the population of Hommlet has likely increased. The fate of this community is tied to the existence of the Temple of Elemental Evil and its growth is likely dependent upon when and if the place was finally shut down by adventurers.
Assuming that the Temple and its forces were wiped out the second time then the community is no doubt returning to a time of happiness and prosperity, growing stronger each day. If the adventure was never played through or the adventurers sent to deal with the demoness were unsuccessful, then a resurgence of evil in the region would likely cause delays and troubles and the village may have suffered worse attacks or been destroyed by the rise of evil. Assuming that the players moved on and did not return, then Hommlet might be an empty ghost town or worse, a suburb of evil Nulb - a hideout of villainy on the edge of a noble holding between several powers of Good in Greyhawk. Allowing such a blasphemy to continue unchecked may occur since the forces of Veluna and Furyondy have to deal with threats on multiple fronts, and a distraction such as the Temple may have to go unanswered for years. At some point, though, the cancerous evil needs to be addressed.
This got me thinking about other adventures in Greyhawk. Obviously the G and D modules occurred BEFORE Hommlet, in 578 (according to publishing dates), and they are referred to in the T1 Background section as the "sharp check dealt to Lolth." It has been established in conversations with Mr. Gygax that the ToEE was supposed to be organized around Lolth being the demon summoned in the Battle of Emridy Meadows, not Tzuggtmoy, who was later used since Q1 was already in production by another author as a sequel to the G and D Series (a project approved by Gary).
In my opinion, Q1 needs to be rewritten to better emulate the chaos and evil of the Abyss and demonkind. T2 needs to be reworked as well to better fit the paradigm of Elemental Evil. In my conversions, I've been reworking some of the creatures and encounters added to the Temple to showcase the new Monster Manual II, and removing some of the influence of other authors to the glory of Gygaxian Greyhawk. Not that these adventures are bad, but the writing style is very different.
I might be interested in starting another Greyhawk 3rd edition adventure set in a much different, 40 years older Flanaess, taking into account all the backstory that has affected the campaign world since the beginning. Its important to keep these modules as historical references, but the adventures of the modern age need to be more akin to the rules of the modern age. Progress is inevitable and nothing remains the same.
By this estimation, the timeline in Greyhawk should be 613 CY and Hommlet should have advanced by 34 years. A lot can happen in 30 years. In our lifetime we've gone from the invention of the personal computer to the ubiquitous social media devices. We've advanced travel and technology to undreamt levels. Look how far we advanced between the 1940s and the 1970s. In a world of magic, however, this may not be the case. Surely, the castle fortifications begun by Burne and Rufus in the module are completed by this time and the population of Hommlet has likely increased. The fate of this community is tied to the existence of the Temple of Elemental Evil and its growth is likely dependent upon when and if the place was finally shut down by adventurers.
Assuming that the Temple and its forces were wiped out the second time then the community is no doubt returning to a time of happiness and prosperity, growing stronger each day. If the adventure was never played through or the adventurers sent to deal with the demoness were unsuccessful, then a resurgence of evil in the region would likely cause delays and troubles and the village may have suffered worse attacks or been destroyed by the rise of evil. Assuming that the players moved on and did not return, then Hommlet might be an empty ghost town or worse, a suburb of evil Nulb - a hideout of villainy on the edge of a noble holding between several powers of Good in Greyhawk. Allowing such a blasphemy to continue unchecked may occur since the forces of Veluna and Furyondy have to deal with threats on multiple fronts, and a distraction such as the Temple may have to go unanswered for years. At some point, though, the cancerous evil needs to be addressed.
This got me thinking about other adventures in Greyhawk. Obviously the G and D modules occurred BEFORE Hommlet, in 578 (according to publishing dates), and they are referred to in the T1 Background section as the "sharp check dealt to Lolth." It has been established in conversations with Mr. Gygax that the ToEE was supposed to be organized around Lolth being the demon summoned in the Battle of Emridy Meadows, not Tzuggtmoy, who was later used since Q1 was already in production by another author as a sequel to the G and D Series (a project approved by Gary).
In my opinion, Q1 needs to be rewritten to better emulate the chaos and evil of the Abyss and demonkind. T2 needs to be reworked as well to better fit the paradigm of Elemental Evil. In my conversions, I've been reworking some of the creatures and encounters added to the Temple to showcase the new Monster Manual II, and removing some of the influence of other authors to the glory of Gygaxian Greyhawk. Not that these adventures are bad, but the writing style is very different.
I might be interested in starting another Greyhawk 3rd edition adventure set in a much different, 40 years older Flanaess, taking into account all the backstory that has affected the campaign world since the beginning. Its important to keep these modules as historical references, but the adventures of the modern age need to be more akin to the rules of the modern age. Progress is inevitable and nothing remains the same.
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