History TabletopGame / DungeonsAndDragons

6th May '17 8:51:12 PM Yukianesa
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* SquareRaceRoundClass: One way to make a memorable player character is by flipping common expectations. Classic examples include making the Orc a bard[[note]]Though FridgeBrilliance would suggest this makes more sense than it seems: a race of largely illiterate barbarians would very likely have a strong tradition for singing and oral storytelling to commemorate their heroes and warriors[[/note]], the [[BadassAdorable Halfling]] a [[PintSizedPowerhouse barbarian]], and making the [[OurDemonsAreDifferent Tiefling]] a [[ThePaladin paladin]].
** The ''reincarnate'' spell can easily potentially result in this, as it brings a character BackFromTheDead even if their original body has been lost or destroyed... by rebirthing them in a new body of a random race.
6th May '17 8:28:06 PM Yukianesa
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* TechnicianVersusPerformer: Building characters to fit a concept or theme (like [[SquareRaceRoundClass a minotaur ninja]]) with less-than-optimal mechanics (Performer) vs. building characters to be as mechanically powerful as possible with roleplay as an afterthought (Technician).
3rd May '17 1:11:50 AM Yukianesa
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* TechnicianVsPerformer: Wizards (Technician) vs. Sorcerers (Performer).
1st May '17 10:19:24 AM WanderingBrowser
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* ''TabletopGame/{{Jakandor}}''
24th Mar '17 7:13:09 PM Patcher
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* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's Creator/{{TSR}} days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.

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* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's its Creator/{{TSR}} days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.



** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]

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** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's its immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]



* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.

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* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's its creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.



** ''Red Steel'': A sub-setting of Mystara released for 2nd Edition AD&D. The [[http://index.rpg.net/display-entry.phtml?mainid=8311 campaign book]] has "[[PowerAtAPrice Power has a price!]]" printed [[Administrivia/YouHaveBeenWarned right on the cover]]. Set in the Savage Coast region of Mystara. The land is dyed red by the Red Curse: "vermeil", a dust that grants those who ingest it extraordinary power at the expense of crippling deformities. Those affected by the Red Curse must wear jewelry crafted from "cinnabryl" to stave off it's effects.

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** ''Red Steel'': A sub-setting of Mystara released for 2nd Edition AD&D. The [[http://index.rpg.net/display-entry.phtml?mainid=8311 campaign book]] has "[[PowerAtAPrice Power has a price!]]" printed [[Administrivia/YouHaveBeenWarned right on the cover]]. Set in the Savage Coast region of Mystara. The land is dyed red by the Red Curse: "vermeil", a dust that grants those who ingest it extraordinary power at the expense of crippling deformities. Those affected by the Red Curse must wear jewelry crafted from "cinnabryl" to stave off it's its effects.



** '''Unearthed Arcana''' made a return in February 2015, now as a monthly R&D Workshop article instead of it's own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are explicitly stated to be "written in pencil, not ink", meaning that the contents are still works in progress until they're officially released in sourcebooks.

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** '''Unearthed Arcana''' made a return in February 2015, now as a monthly R&D Workshop article instead of it's its own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are explicitly stated to be "written in pencil, not ink", meaning that the contents are still works in progress until they're officially released in sourcebooks.



*** Although it's less the creature's combat abilities and more their existence that makes the gods nervous. Most of the Elder Evils are highly resistant or even immune to divine effect and one elder evil specifically mentions that it's greatest powers only work on gods (since he was defeated by Asmodeus who is not a deity) so it's most likely that the Elder Evils have other effects that do not show up in the books because they would not affect a PC in any meaningful way.

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*** Although it's less the creature's combat abilities and more their existence that makes the gods nervous. Most of the Elder Evils are highly resistant or even immune to divine effect and one elder evil specifically mentions that it's its greatest powers only work on gods (since he was defeated by Asmodeus who is not a deity) so it's most likely that the Elder Evils have other effects that do not show up in the books because they would not affect a PC in any meaningful way.
21st Mar '17 6:41:59 PM NightShade96
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* MoralityGuidedAttack:
** The game has spells and abilities that affect targets based on their alignment, generally in the form of Evil attacks which hurt Good characters and [[GoodHurtsEvil vice versa]]. ThePaladin class's SmiteEvil ability is the most well known.
** Holy water causes damage to evil creatures from other planes and evil undead it touches. Unholy water does the same to Good otherplanar creatures and paladins.
** ''Magazine/{{Dragon}}'' magazine #229 article "Bazaar of the Bizarre". When the Wheel of Light Rays is spun like a pinwheel it emits a bright pattern of light up to 30 feet away. Any evil creature in the area of effect must make a saving throw or take 1-4 HitPoints of damage for each point of karma it has.
** In 1st and 2nd Edition, all intelligent magical swords have a specific CharacterAlignment. A creature with a different alignment can take HitPoints of damage equal to the sword's Ego rating each time it touches the sword (and, in 2nd Edition, each minute of contact with the sword if held continuously).
10th Mar '17 2:54:29 PM TheFantasyChronicler
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* ''Literature/{{Dragonlance}}''
** ''Literature/TheElvenNationsTrilogy''
** ''Literature/KingpriestTrilogy''
** ''Literature/TheLegendOfHuma''
** ''TabletopGame/DragonlanceFifthAgeDramaticAdventureGame''
** ''VideoGame/DragonStrike''
** ''VideoGame/HeroesOfTheLance''
26th Feb '17 10:25:44 AM CrazedClockwork
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* CompetitiveBalance: Generally, Fighters and Paladins are {{Mighty Glacier}}s, Rogues and Monks are {{Fragile Speedster}}s, Rangers and Barbarians are {{Lightning Bruiser}}s (the former emphasizing speed, the latter power), Wizards and Sorcerers are magical {{Glass Cannon}}s, Clerics are healing and support characters, and Bards and Druids are JackOfAllStats - though there is plenty of room for customisation as well, for example a Fighter could prefer dexterity to strength and a crossbow to a longsword. That is at least how it is meant to be, but ''D&D'' has long had issues with making this work due to LinearWarriorsQuadraticWizards, and spellcasters dominated the game for decades until the advent of 4E due to unprecedented breadth of ability with magic to back it up: in 3E, [[QuirkyBard Bards]] were [[MasterOfNone largely useless as they were really too versatile for their own good]], while Druids were {{Game Breaker}}s; Fighters on the other hand were largely useless that anything that wasn't, [[CripplingOverspecialisation um, fighting]] and other physical activities like riding, climbing and balancing, and often a Druid's animal companion would outclass a Fighter PC in those regards.

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* CompetitiveBalance: Generally, Fighters and Paladins are {{Mighty Glacier}}s, Rogues and Monks are {{Fragile Speedster}}s, Rangers and Barbarians are {{Lightning Bruiser}}s (the former emphasizing speed, the latter power), Wizards and Sorcerers are magical {{Glass Cannon}}s, Clerics are healing and support characters, and Bards and Druids are JackOfAllStats - though there is plenty of room for customisation as well, for example a Fighter could prefer dexterity to strength and a crossbow to a longsword. That is at least how it is meant to be, but ''D&D'' has long had issues with making this work due to LinearWarriorsQuadraticWizards, and spellcasters dominated the game for decades until the advent of 4E due to unprecedented breadth of ability with magic to back it up: in 3E, [[QuirkyBard Bards]] were [[MasterOfNone largely useless as they were really too versatile for their own good]], while Druids were {{Game Breaker}}s; Fighters on the other hand were largely useless that in anything that wasn't, [[CripplingOverspecialisation um, fighting]] and other physical activities like riding, climbing and balancing, and often a Druid's animal companion would outclass a Fighter PC in those regards.
19th Feb '17 7:35:51 PM jormis29
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The original TabletopRPG, ''Dungeons & Dragons'' was first published in 1974 by TSR (Tactical Studies Rules). TSR founder Creator/GaryGygax based the system of the game on TSR's miniatures combat system, ''Chainmail''. The game revolves around the now-classic set-up of a GameMaster (known in official D&D terms as the Dungeon Master), who controls all the non-player characters, and the players, who each control a Player Character and deal with the challenges provided by the Dungeon Master.

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The original TabletopRPG, ''Dungeons & Dragons'' was first published in 1974 by TSR Creator/{{TSR}} (Tactical Studies Rules). TSR founder Creator/GaryGygax based the system of the game on TSR's miniatures combat system, ''Chainmail''. The game revolves around the now-classic set-up of a GameMaster (known in official D&D terms as the Dungeon Master), who controls all the non-player characters, and the players, who each control a Player Character and deal with the challenges provided by the Dungeon Master.



After TSR was bought by WizardsOfTheCoast (makers of ''MagicTheGathering'', and now a subsidiary of Hasbro), they published ''Dungeons & Dragons 3rd Edition'' using the TabletopGame/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around 2nd and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as "v3.5", which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Spoony Bard}}s in 3rd Edition.

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After TSR was bought by WizardsOfTheCoast Creator/WizardsOfTheCoast (makers of ''MagicTheGathering'', ''TabletopGame/MagicTheGathering'', and now a subsidiary of Hasbro), they published ''Dungeons & Dragons 3rd Edition'' using the TabletopGame/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around 2nd and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as "v3.5", which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Spoony Bard}}s in 3rd Edition.



* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's TSR days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.

to:

* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's TSR Creator/{{TSR}} days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.



** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from TSR, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]

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** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from TSR, Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]



* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving TSR in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.

to:

* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving TSR Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.



* ''Pelinore'': A little-known setting created by TSR's UK branch for AD&D 1st Edition and published in ''Imagine'' magazine, which ran from 1983-1985. Set in what is presumably a FlatWorld, at the supposed center lies the rumored Worldheart, the nexus of harmony and peace, with the lands extending beyond it becoming more chaotic until it reaches The Rim, the edge of the world where chaos reigns. However, most gameplay was set within the City League, a metropolis within the Country of Cerwyn, with Cerwyn being set in a region of the world called The Domains. A fan-made "collected" version is available [[https://drive.google.com/file/d/0B8l15nXmXT3BRUs3TUU0V2w3Ums/view here]] for download.

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* ''Pelinore'': A little-known setting created by TSR's Creator/{{TSR}}'s UK branch for AD&D 1st Edition and published in ''Imagine'' magazine, which ran from 1983-1985. Set in what is presumably a FlatWorld, at the supposed center lies the rumored Worldheart, the nexus of harmony and peace, with the lands extending beyond it becoming more chaotic until it reaches The Rim, the edge of the world where chaos reigns. However, most gameplay was set within the City League, a metropolis within the Country of Cerwyn, with Cerwyn being set in a region of the world called The Domains. A fan-made "collected" version is available [[https://drive.google.com/file/d/0B8l15nXmXT3BRUs3TUU0V2w3Ums/view here]] for download.



* '''"Original" Dungeons & Dragons (OD&D) - 1974-1976''': Also known as "The Original Game". Co-written by Gary Gygax and Dave Arneson and published by TSR in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic User) and only three alignments (Law, Neutrality, Chaos). Humans could choose between all three classes and advance in their chosen class without limit, while non-human races were severely restricted. [[note]]Dwarves could only be Fighting-Men and capped at 6th level. Elves were multiclass by default and could freely switch between Fighting-Man and Magic-User on an adventure-by-adventure basis, with their level caps being 4th level for Fighting-Man and 8th level for Magic User. Halflings could only be Fighting-Men and capped at 4th level.[[/note]] Hit Points, damage, and initiative were all rolled using a d6. Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles.

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* '''"Original" Dungeons & Dragons (OD&D) - 1974-1976''': Also known as "The Original Game". Co-written by Gary Gygax and Dave Arneson and published by TSR Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic User) and only three alignments (Law, Neutrality, Chaos). Humans could choose between all three classes and advance in their chosen class without limit, while non-human races were severely restricted. [[note]]Dwarves could only be Fighting-Men and capped at 6th level. Elves were multiclass by default and could freely switch between Fighting-Man and Magic-User on an adventure-by-adventure basis, with their level caps being 4th level for Fighting-Man and 8th level for Magic User. Halflings could only be Fighting-Men and capped at 4th level.[[/note]] Hit Points, damage, and initiative were all rolled using a d6. Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles.
22nd Jan '17 9:35:46 PM MisterDT
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** ''VideoGame/DungeonsAndDragonsChroniclesOfMystara''
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