MShipley88 wrote: I used the Greyhawk setting for a while until I latched onto the concept of a "micro-campaign." In a micro-campaign, the action takes place in a setting that is roughly 100 miles by 100 miles or less...the size of a duchy. This keeps the action localized and encourages the players to do role playing such as obeying laws, patriotism and the like.
MShipley88 wrote:One mystery to me....People often mention how demi-humans were limited in level in AD&D.This is true...officially.From what I can tell, even the game designers ignored this rule from the outset.Did anyone here seriously tell the demi-humn player charcters that they could not advance beyone a certain level?Did anyone here stick to the rule that elven PC's could not be raised from the dead?
MShipley88 wrote:It is clear, from an examination of the Greyhawk world map, that Gary's original campaign was not continent-wide. The center of the map, around Greyhawk, was clearly designed and lived-in first, before the rest of the continent took form.
MShipley88 wrote:...Roughly a standard sized small hex sheet of 8.5 x 11 inches was clearly the original map...expanded to much larger size when the hexes were enlarged for the continental scale map.
MShipley88 wrote:I used the Greyhawk setting for a while until I latched onto the concept of a "micro-campaign." In a micro-campaign, the action takes place in a setting that is roughly 100 miles by 100 miles or less...the size of a duchy. This keeps the action localized and encourages the players to do role playing such as obeying laws, patriotism and the like.I constructed the city of Arragonne beside Relmore Bay on the Greyhawk map, changed the city of Primp to Castille and ran a campaign for years based upon a more realistic medieval setting. (I once tried to kill Primp altogether...they said I couldn't do it...stupid name...it really was attempted name-o-cide. I also tried to change Oldred to Old Red...which is a possible reading in the original Grehawk world publication.) The Prince of Arragonne ruled a palatine state within the political structure of the Great Kingdom...culminating after a dozen or so real-world years in the Battle of Llowren Hill and Arragonne winning independence from the Overking.Well...I guess I digress. No idea why.Mark
grodog wrote:I'm not sure that's the case, given the info in the above two articles.
Cattledog wrote:I like 2E the best. Not making a value judgement. I made the natural progression from the holmes set to 1E then to 2E upon its release and eventually 3 & 3.5 Playing basic D&D was great, 1E was even better. By the time 2E was released my group and I were all more mature gamers and the order and organization of 2E was very appealing. Plenty of rules were bulky or nearly useless but the revision was necessary in my mind and my group really responded to it. Our best gaming days were 2E. 3E took my group alittle while to absorb but we decided to try it and ran an extensive campaign. Initially we really enjoyed it but by the end of run we had all decided that 3E was simply an all new game rather than a new edition. Again I'm not suggesting any edition is better but from my experience 2E provided the best combination of DM/PC balance with organization and a real D&D feel we had with our old chipped dice.
MShipley88 wrote:I used the 2nd edition rules when they came out. I never warmed to the 2nd edition modules or publications. I hated the art and I didn't like the feel of the new products. They lacked the character of the originals.Also, I never felt the charm of the Forgotten Realms.