Speaking of Missing the Point ...
8 hours ago
Norman over at Troll and Flame thinks so. So do some of the commenters over at Grognardia. Personally, I disagree. It does touch on the definition of "megadungeon", of course.When most people think of a "dungeon," they expect a set of maps with a key describing rooms and their contents. A megadungeon, by its very nature, can't be detailed in the same way. It's a lot more "impressionistic" and relies heavily on ad hoc adjudication by the referee, as the players explore it. Not all of the megadungeon's rooms are inhabited at any given time -- this is important -- and many of their inhabitants might change, depending on player action, referee whim, or the luck of random rolls. Likewise, even the geography of the megadungeon might change, as the referee adds new sections, closes off old ones, or otherwise alters what the characters have experienced to date.Which is, of course, correct, but which does not address the central point of the Lament of the Old-Timers. We didn't have any model for that process! It was only discerned after years of careful reading-between-the-lines in various disparate sources; The Dragon, fanzines, hints in modules and rulebooks, etc. When I, and others, lament that Gygax hadn't published his own version of the Castle, I think it's implicit that we would have expected that such advice would be sprinkled throughout such a product, implicitly and explicitly. If nothing else, than by example.
...but when it is all over the monsters will not magically reappear, nor will it be likely that some other creatures will move into the newly available quarters the next day.It's at odds with how we know his own Greyhawk campaign was run, but it's still an interesting (if contradictory) statement.
In every case, the changes are in response to play and it's this quality of megadungeons that makes them hard to put into a published form.And I must disagree. Any dungeon, no matter how small, can (and should) change in response to play. Whether it's a three-room crypt or a ten-thousand-room megadungeon spanning twenty levels, the change-in-response-to-play aspect is constant. What we lacked, for years, was a model of how to properly set up such an enormous playing field in the scope of a single dungeon setting. How to get past questions of "dungeon ecology" (which Gygax admittedly didn't give a fig about in the beginning, but begrudgingly came to realize as being at least something to take into consideration)? Factions within dungeons were, apparently, a staple of Gygax's approach. A "still life" of them in action, at least as a starting point, would have been a great help in such a context. Ditto the "random zaniness" factor, noticeably lacking from the earliest module efforts of TSR.
I simply don't think such a thing would ever have been possible and any attempt to present a "Castle Greyhawk" trapped in amber would necessarily feel inadequate. That's the nature of the beast and therefore I think the only way to experience a proper megadungeon is to build it yourself.And I think here he lays the foundation of his own inconsistency. If I write my own megadungeon (which, incidentally, I have), it exists solely as a starting point. From the moment my players hit the corridors, it's up to me, as the Dungeon Master, to alter and adapt, to change and manipulate, to reflect the actions of those players and how I imagine the inhabitants would respond. If someone else downloads Castle of the Mad Archmage and does the same, or if any of us had done so with a hypothetical "complete" Castle Greyhawk from 1982, what, exactly, has changed? Each of us would have taken (or will take) it in completely different directions, according to our own DMing style and the actions of our players.
Istus (Goddess of Fate and destiny) NThe plan was to introduce a new pantheon of [Baklunish] deities. Obviously that never eventuated... nor will it ever unless WotC decides to do so.EGG's (understandable) bitterness aside, it speaks to the notion that the Baklunish gods were only partially represented in the World of Greyhawk boxed set, and that their expansion was eventually supposed to have happened. To me, that reinforces the surmise that they are not included in the "common" designation for the other deities. Bear in mind, too, that a natural definition of the Flanaess would begin, not at the left-edge of the Darlene map, but rather at the line of mountains beginning at the Hellfurnaces, through the Crystalmists and Barrier Peaks, and up to the Yatils (much like the Ural mountains are said to divide Europe from Asia).
Allitur (God of ethics and propriety) LG(N)
Allitur (God of ethics and propriety) LG(N), Flan origin
Allitur (God of ethics and propriety) LG(N), Flan origin
James over at Grognardia made an excellent post about the background of a certain religion in his campaign, and in the comments made the following observation:I always found the quasi-medieval society of D&D a poor fit for the kind of religion we see in most fantasy settings. Likewise, such religion is rarely pantheonic, tending more toward a kind of weird henotheism.Now, for the benefit of those who might not be as up on henotheism as I am (it's really weird how it's come up in two completely unrelated blogs I frequent in two days), henotheism is essentially the practice of worshiping only a single God, while acknowledging the existence of others.
Well, not really (these too look way too ill-fed, for one thing), but this article over at The Sun got me thinking, quite naturally, to my gaming-addled brain, about those who live in underground environments.
Hands down, module T1: The Village of Hommlet is my favorite AD&D adventure. Better than Vault of the Drow, better than Tomb of Horrors, better than the Slavers modules or Expedition to the Barrier Peaks."The milieu for initial adventuring should be kept to a size commensurate with the needs of campaign participants -- your available time as compared with the demands of the players. This will typically result in your giving them a brief background, placing them in a settlement, and stating that they should prepare themselves to find and explore the dungeon/ruin they know is nearby. As background you inform them that they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment, and that, beyond the knowledge common to the area (speech, alignments, races, and the like), they know nothing of the world. Placing these new participants in a small setting means that you need only do minimal work describing the place and its inhabitants." (DMG, pp. 86-87)I daresay this is the source of the whole "you all meet in a tavern" cliche, even if its original origins may have been mislaid over the years. The section continues to describe the method by which the campaign world is slowly detailed; the basic gist of it is that the world only needs to be described as far as the player characters need it to be. The dungeon master need not flesh out the world until the players are likely to need it fleshed out. This is the bottom-up approach to setting design. You start with a village and a dungeon, and you work from there. It's an approach that should be well familiar to those of us who cut our teeth on the Village of Hommlet, long before there was any Temple of Elemental Evil to move on to afterward.
"Rather than working haphazardly from a dungeon to a world in ever-widening concentric circles (and I have done this in the early days), the DM should broadly outline his or her universe, sketch out the world upon which initial action will occur, generally detail a continent, develop a section of that continent (perhaps four or five states), prepare a full history of the central area in which the adventurers will find themselves, and then begin recording the minutiae of the campaign. Highly detailed work must be done for the major urban and rural settings of the heart of the action." (Polyhedron #12, p.16)What a difference four years makes!