Showing posts with label Original Campaign History. Show all posts
Showing posts with label Original Campaign History. Show all posts

Thursday, October 21, 2010

THE MACHINE LEVEL: SPECIAL WEB INTRODUCTION



I finished the essay-introduction for The Machine Level on 10 October.  Here it is with some inset images.  The latter images, excepting perhaps for Andy Taylor's fine image, above, will not be included in the printed version. Some of the text as used for this web introduction will be omitted from the final printed version as well.

Special Note! Kyrinn Eis (aka TIMESHADOWS) and I are also sculpting a fantasy-sf adventure which I am quite excited about as it includes a very unique creation of mine called the Whools and incorporates her intense and imaginative writing in a shared plot we devised.  Not sure as yet who we might publish that one through when finished.  But for now, the MACHINE LEVEL!

Prelude:  In Dragon Magazine #17 James Ward penned an article entitled, "BOREDOM AND THE AVERAGE D&D DUNGEON."  Here is the reverse-highlighted extract wherein he reveals some details on the Machine Level:


Also note that James, a regular player in our campaign then, makes a sidelong reference to my large level he'd adventured on, "Horsing Around," otherwise known as the "Greek Mythos Level."

That gives some historical grounding for the level from published matter.  What follows is the full, first draft introduction...



The Machine Level – A Glimpse at the Machinations of Fantastic Fiction in the Original Campaign

©2010.  Robert J. Kuntz.  All Rights Reserved.

A long time before Expedition to the Barrier Peaks was published, EGG and myself had been experimenting with machinery and science fiction in the Original Campaign.  Our aim was to always befuddle our ever-wary players and to keep the sharp edge of suspense and expectancy rising within the story. Both of us deemed suspense to be a high mark in adventure storytelling; and it is no wonder, looking back, that both of us appreciated the films of Alfred Hitchcock that we were to watch together quite often whenever they were televised. 


The Master of Suspense, Alfred Hitchcock.

On top of that, EGG and I were both naturally creative individuals whom as co-DMs sought out expansion (and expression) of concepts and ideas as these gathered to us.  These ideas were often spawned during game play, by reading a book the night before an adventure, through scouring our ever-growing notes and sometimes were derived from voiced, but errant, surmises on the players’ parts, such as … “I bet it’s a…”  …or … “It seems like a watcha-ma-jigger” or, more emphatically, “It’s a (fill in the blank for a monster or situation)!”

It was all fantasy to us and so there were no holds or stops put on the range or type of experimentation used in furthering our stories. To our glee this measure was satisfactory for our gamers. They had not only grown to expect anything from us, they indeed looked forward to change.  I sometimes suspect that they knew that we were going to do what we wanted to as DMs anyway and upon that realization also knew that it meant we were having as much fun as they were.  And believe me, OUR players wanted us to have fun, for a grouchy DM was in no way wanted sitting across from them at the gaming table!

So before EGG was about sending his son’s PC to Mars, I had been creating for Castle El Raja Key a level with machinery.  But it was to be no ordinary level, as it was to soon host EGG’s PCs.  His “grouping” of PCs (described in various works related to the World of Greyhawk) were started in my Castle El Raja Key and only by creative transition through the melding of parts ERK and parts WoG did they then root themselves in the latter setting. I soon started co-DMing in the original Greyhawk home campaign; and this became a catalyst, by great urgings from EGG, for moving many of ERK’s original levels into EGG’s and my own 2nd Castle Greyhawk.  The Machine Level (also known as EAST 8 in our original campaign terminology) is one such level from ERK that made the transition soon after being adventured upon by EGG and crew.  Such luminaries as James Ward’s PC, Bombadil, were to later venture into its precincts.

What is (and was) to be expected within this level?  Pure and simple:  mayhem.  It was designed to continue challenging EGG’s voracious play, so therein is the real clue to its design intent.  It was not meant to challenge other players, though it finally did so by its later inclusion in Castle Greyhawk.

But, “Why machines,” you ask?  Gary and I would have simply answered back then,  “Why not?”  This was a time when the literature we read was a mix of many subjects and genres:  fantasy, horror, noir fiction, history, military history, science and science fiction.  Therein lies a clue to the richness of our adventures, a richness which I often feel is now partly lost to succeeding generations of DMs and gamers.  And that is:  A story is a story, no matter how you wrench the mechanic to make it fit into a game.  Gary and I were well read storytellers.  Our players were well read gamers.  Storytelling and story “acceptance” was a natural state between its then participant groups.

Even though our genre inclusive game experience was soon to be fragmented into several RPG types—with medieval fantasy claiming sole rights in the original version of the game--this initial segmentation was a weighed choice made for D&D’s immediate commercial introduction only.  We had previously felt that the game had more range and infinitely more possibilities than what the lone S&S element produced.  


While perusing the DMG’s sections for including different genres within the expanding game, one does not feel that these are hurried attachments of after-matter by EGG. To the contrary, EGG’s up front insistence of Barsoom’s relevance in his original foreword had already paved the way for Hiero’s Journey in Appendix N.  This “addenda” was in fact the natural outgrowth of both our realized views as experienced through play, 1972 onward. While EGG honored Jack Vance with his Dirdir level, I did the same for C. A. Smith & Lovecraft with my Lost City of the Elders (which more recent convention-players have experienced and where mutated creatures and hovering metal devices were seen and fled from).



After D&D’s release, Gary and I continued to experiment with SF and other genres, but this time by way of both play and through publication: We were to co-create Expedition to the Barrier Peaks; we encouraged the creation of Metamorphosis Alpha and adventured upon the Starship Warden; there could soon be found my mysterious and wily visitor from the stars known as Cosmodius that Ward’s Bombadil contested with for his vast knowledge of technology; select items of a SF nature were placed at key locations in both our castles; and there would be some inclusions of M.A.R. Barker’s Tekumel “magic” and creatures in the Bottle City level and upon the outdoor. I created many SF-variant creatures and sluiced them into our city, one by the name of “modern man.”

Extracted Cosmodius page from the RJK Collection.


Further, horror would often closely meld with SF and S&S elements to promote a cosmic terror by way of alien locales, their technologies and an ancient, arcane magic, all of which was realized through play in secreted settings (ala A. Merritt, C. A. Smith or Lovecraft). One such place was Fomalhaut, yet another large adventure I designed to keep the adventurers quite curious of their newfound surroundings just prior to terrifying them. As you can note, EGG and I were very diligent in keeping our adventures, and the adventurers, fresh.

These were not meaningless contrivances by us; and neither of us lacked the creative verve for producing solely mundane or earthly elements or situations.  We knew the players would not only be intrigued through such imaginative story matter, but they would be wondrous about where it derived from.  Through these relations we were promoting story by introducing several elements that good storytellers use:  intrigue and suspense.

Because of our openness to elements that could be easily fitted into any storyline Gary and I never lacked for stimulating or compelling story matter. We were both willing and able to include whatever it took to keep the story interesting for the players.  And that’s the real answer to the question, “Why machines?” Just as important, and from a design view, this kept us constantly fresh as DMs, as we were always alert to the possibilities of creative inclusion of any type of material, however varied in content.

So.  Now is the time to strap on your gear as EGG did back in 1973! And forget your prayers.  For upon this level there reside no gods of flesh…

Rob Kuntz
10 October 2010




Saturday, January 2, 2010

Gary Gygax in Europa Newsletter 1975: On D&D and Castle Greyhawk

Extracted From Europa WEB ARCHIVE, issues 6-8, April 1975.


Page 20 
E 6,8, page 18 GABT GÏGAX: D&D 
HPV TO SET UP YOUR DÜNGEONS & DRAGONS CAMPAIGN -AMD BE STOCK REFE- 
RËEING If SEVEN SAÏS'pSU ÏEËK PTOL TriE WEE HOURS OP THÈ MOKMÏNÏÏF 
Part II of a Series by Gary Gygax (USA) 
Let us assume that you have shelled out the requisita number of
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dollars to purchase all of the materials necessary for a DftD cam- 
paign - rules, dice, reams of various kinds of paper, pencils, and 
so forth. Several persons have expressed a desire to play the ga- 
me, so all you really need now is the game! That's right, folks. 
The referee of the campaign must structure the game so as to have 
something to play. He must decide upon these things: 
1) The overall setting of the campaign; 
2) The countryside of the immediate area; 
3) The location of the dungeon where most adventures will take 
place; 
4) The layout and composition of the nearest large town; and 
5) Eventually the entire world - and possibly other worlds, times, 
dimensions, and so forth must be structured, mapped and added. 
This might seem to be too large a task, but it isn't really IP you 
and your players are enjoying the game (and it is odds-on you 
willl). Furthermore, not all five things need not to be done BEFO- 
RE play commences. In fact, most of the fine referees I know of 
work continually on their campaign, adding, changing, and expan- 
ding various parts continually. A thorough discussion of each of 
the five areas of campaign play is necessary before considering 
how to go about involving players in the affair. 
Step 1 is something you do in your head. Now fantasy/swords & sor- 
cery games need not have any fixed basis for the assumptions made 
by its referee (my own doesn't) except those which embrace the 
whole of fantasy. This sort of campaign can mix any and all of the 
various bases which will be mentioned below — and then some-. 
Regardless for what setting you opt, keep it secret from your play- 
ers, or else they can study your sources and become immediately 
too knowledgable, thus removing the charm of uncertainty. Settings 
based upon the limits (if one can speak of fantasy limits) can be 
very interesting in themselves providing the scope of the setting 
will allow the players relative free-reign to their imaginations. 
Typical settings are: Teutonic/Norse Mythology; Medieval European 
Folklore (including King Arthur, Holger the bane, and so on); The 
"Hyborean Age" created by R E Howard; Fritz Leiber's "Nehwoh" with 
Pafhrd and The Grey Mouser; Indian Mythology; and Lost Continents 
such as Atlantis or Mu. Regardless of the setting you can have it 
all taking place on an 'alternative earth' or a parallel world. 
In this way minor variations can easily be explained/justified. 
When the setting is decided upon some good books dealing with it 
should always be kept handy. The time has come to begin working on 
the campaign« 
Step 2 requires sitting down with a large piece of hex ruled paper 
and drawing a large scale map. A map with a scale of 1 hex = 1 «ai- 
le (or 2 kilometers for those of you who go in for recent faddish 
modes of measure)(yes, I often use rods, chains, furlongs, and lea- 
gues tool) will allow you to use your imagination to devise some 
interesting terrain and places, and it will be about right for 
player operations such as exploring, camping, adventuring, and e— 
ventually building their strongholds. Even such small things as a 
witch's hut and side entrances to the dungeon can be shown on the 
map. The central features of the map must be the major town and 
the dungeon entrance. - 
Page 21 
Step 3 ! involves the decision, aspe et already mentioned a,nd the ac- 
tual Work of sitting down and drawing dungeon levels. This is very 
difficult and time consuming. Each level should have a central the- 
me and some distinguishing feature, i.e. a level with large open 
areas swarming with goblins, one where the basic pattern of corri- 
dores seems to repeat endlessly, one inhabited.by nothing but fire-
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dwelling or fire—using monsters, etc. 
As each level is finished the various means of getting to lower le- 
vels must be keyed and noted on the appropriate lower levels, so 
that if a room sinks fours levels it will then be necessary to im- 
mediately show it on 4 sheets of graph paper "umbered-so as to in- 
dicate successively lower levels. A careful plan of what monsters 
and treasures will be found where on each level is also most neces- 
sary, and it can take as long to prepare as the level itself, for 
you may wish to include something UNUSUAL (a treasure, monster, 
and/or trick or trap not shown in D&D) on each level. 
(Before the rules for D&D were published 'Old G-reyhawk Castle1 vras 
13 levels deep. The first level was a simple maze of rooms and cor- 
r.idores, for none of the participants had ever played such a game 
before. The second level had two unusual items, a Nixie pool and a 
fountain of snakes. The third featured a torture chamber and many 
small cells and prison rooms. The forth was a level of crypts and 
un'dead. The fifth was- centered around a strange font of black fire 
and gargoyles. The sixth was a repeating maze with dozens of wild 
hogs (3 dice) in inconvinient spots, naturally backed up by appro- 
priate numbers of Wereboars. The seventh was centered around a cir- 
cular labyrinth and a street of masses of ogres. The eigth through 
tenth levels were caves and caverns featuring Trolls, ¡triant insects, 
and a transporter nexus with an evil ?izard (with a number of tough 
associates) guarding it. The eleventh level was the home of the 
most powerful wizard in the castle. He had Balrogs as servants. The 
remainder of the level was populated by Martian White Apes, except 
the sub-passage system underneath the corridores which was full of 
poisonous critters with no treasure. Level twelve was filled with 
Dragons. The bottom level, number thirteen, contained an inescapa- 
ble slide which took the players 'clear through to China', from 
whence they had to return via 'Outdoor Adventure'. It was quite 
possible to hourney downward to the bottom level by an insidious 
series of slanting passages which began on the second level, but 
the liklihood of following such a route unknowingly didn't become 
too great until the seventh or eighth level. Of the dozen or so 
who played on a fairly regular basis, four made the lowest level 
and took the trip: RobKuntz, now a co—referee in the campaign 
went alone; and three of his friends managed to trace part of his 
route and blunder along the rest, so they followed him quickly to 
the Land of China-.- Side levels included a barracks with Ores, Hob- 
goblins, and Gnolls continuallying warring with eachother, a museum, 
a huge arena, an underground lake,, a Giant/s home, and a garden of 
fungi.) 
Step 4 should be handled concurrently with designing the first 
three or four dungeon levels. Here your players will find lodgings, 
buy equipment, hire mercenaries, seek magical and clerical aid. 
drink, gamble and wench. The town would do well to resemble some of 
those in Howard's "Conan" series or Leiber's city of "Lankhmar", 
Strange towers, a thieves quarter, and temples of horrible deitie:; 
add greater flavor to play. The 'Thieves Guild ', a scoiety of evil 
clerics, a brotherhood of lawful men, and so on bring a bit more 
interest also. If a few warring nobles from the surrounding terri- 
tory also send large parties of men into the place occasionally 
Page 22 
E 6-.-8, page 20 Gary Gygax: D&D 
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some interesting brawls can occur. Honest and. dishonest merchants 
should be indicated. Taverns which drug patrons should likewise be 
indicated, and so on. In any event be sure and leave room for addi- 
tional things and expansion. 
Step 5 is, as noted, something that you won't immediately have to 
worry about; but it is a good idea to have a general plan in mind
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worry about; but it is a good idea to have a general plan in mind 
immediately. The general geography of the 'world' should be sketch- 
ed out. If you plan to make it possible to visit other worlds, ti- 
mes or places the general outline of all such areas should, also be 
sketched out. For example, you might wish to have the Moon an in- 
habitable (and inhabited) place which can be traveled to by means 
of a Flying Carpet, A deseciption of this lunar world should be lo- 
cated somewhere as well as a raeans of getting there, but only AFTER 
you have something solid in the way of maps and the like. 
Having accomplished those parts of the five steps which Te immedi- 
ately necessary (probably taking a week or so), you are ready to 
begin to- play. 
Let us further assume that there are four prospects. These players 
should begin together and for a time at least operate as a team if 
possible. Each in' turn rolls three dice to record the various sco- 
res for the makeup of the character they are to play and. how large 
an initial bankroll the character begin vrith. This accomplished, 
players decide »hat class of character thoy wish to play, the type 
(human, elf, etc), a,nd the alignment of the character (the la,tter 
can ba secretly told the referee, with an announced alignment be- 
ing false). At this stage each player locates his base in some inn 
or the like, and then they can set forth to explore the town and 
purchase their adventuring equipment. Those that are careful and/ 
or lucky might also be able to hire a few men—at—arms to accompany 
them also. The latter is particulary true if players pool their 
funds. In a short time the first dungeon expedition can be made, 
but that is the subject of Part III of this series, so we will re- 
turn to it again later. 
There is one further subject to be dealt with here, and tha,t is 
selection of character type. It is pretty obvious that high base 
scores in the areas of Strength, Intelligence, Y'isdom, or Dexteri- 
ty indicate that becoming a Fighter, kagic-User, Cleric or Thief 
(see the upcoming D&D Supplement "Grayhawk" to be released someti- 
me before the summer of this year). But what about those players 
who roll just average (or worse) totals? They are the ones who 
should take advantage of the non—human types, for these have 
built—in abilities despite the general handicap of being unable to 
work up as high as humans. If the character is poor anyway, will 
he ever bo worked up very high? Possibly, but the odds are against 
it as a human, but as an Elf, Dwarf, Hobbit, Half-Elf or even some 
other creature some interesting', possibilities exist. It is up to 
the referee to help bis players in this area by pointing out the 
advantages and disadvantages of each type. ?/hat do you do if a 
player opts to become a Golden Dragon? Agree, of course. Allow the 
player to adventure only with strictly Lawful players, and normal 
mon—at-arms would never go near even a good dragon. He would be 
Yory Young, siso being determined by a die roll. Advancement in 
ability would be a function of game time (the dragon would normal- 
ly take about four years to grow to its next level) and accumula- 
ted treasure - let us say that for every 100 000 pieces of gold 
(or its equivalent) the dragon in effect gains an extra year of 
growth, counting magical items which go into the horde ,p,s fairly 
high in gold vaine. While the pLayer will be quite advanced at 
first, those who are playing more usual roles will surpass him ra- 
ther quickly, and in this way you'll not find a G.D. dominating. 
Page 23 
E 6-8, page 21 DSD 
********* ******** ************************ **** ****** ** if ****** ***** 
DÜNGEONS & DRAGONS 
wlh. : D&D seems to get more and more popular; some quotations and 
remarks (out of letters and other zines) may prove it: 
STEPHEN M TYMESON (Hawaii, USA): In our Rame club,"right now, Mi- 
cro Armor 1/285, Third Reich and D&D are the most popul.ar (...). 
Greg Hines and his group has a set of D&D clarifications, correc- 
tions and additions that are terrific. Their dungeons must be the
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most elaborate around. Much of this stuff will bo published in a 
new magazine, they hope this summer. Their system covers the loop 
holes and makes play faster and. easier inspite of adding about a 
million new things." 
NICKY PALMEIt (Danmark/UK): In his zine "Battleground" (in which se- 
veral PBM-CoSira—games are played) he started a PBM-D&D-Kame also. 
He explains: "There are two possibilities: a single expedition, or 
a series of special rules combined with the solo rules ¡¿ iven in 
the "Strategic Review" (l,l). Probably it'll be the first; I have 
been trying the second., though, with Graham Buckell, and it works 
marvellously — he sends me 50 or so sealed bits of paper, and I 
open them in accordance with my actions ("If you take the left 
turn then open no. 21"..."If you try and break open the box, thon 
open no. 33", etc). He may combine the two. So far there are 4 
players interested in playing; we should get a couple more nearer 
the date." 
(Nicky shortly reviewed D&D also in BG 11,3). 
KEVIN SLIMAK (in "The American Wargamer" II,7: 12): "St Louis ap- 
pears to be one of the few areas that isn't hooked on DSD at pre- 
sent." 
GEORGE PHILLIES (in "The American Wargamer" 11,8:8-9): "To judge 
from published accounts in-wargaming magazines (and I see a lot of 
local magazines) D&D (by Gary Gygax) seems to be the most popular 
gaming title in some time. The explanation must in some sense be, 
psychological, since D&D is entirely unlike any previous sort of 
wargame (if it is one, a thing of which I am not convinced). No- 
velty has its effect, but the novelty has worn off, at least local- 
Previously, there have been three sorts of wargaming efforts: 
boardgames, miniatures and Diplomacy (...) It would appear that 
Gary Gygax has added a Fourth dimension to the wargaming scene." 
"D&D is not a competitive game in the usual sense, at least not as 
played here. It is more, in the old sense, the game of life - you 
vs the world, as represented by ;the gamemaster and the dice." 
"In a sense the popularity of D&D arises from its ability to ap- 
peal to the 'Rommel syndrome'*- the feeling that one actually is 
the character represented in the game." 
"In D&D you are one character (perhaps a few characters, but usu- 
ally individual ones) with a set of strength determined in the ga- 
me. This is a very seductive approach; it is ¡>ju 
sion oneself as .a real person in some other world, than it is to 
believe that one is all of the German eastern front commanders. 
Furthermore, many wargaraers are also SF fans, and D&D can appeal 
to the imagination — the notion that one can create one's own 
world." 
( (Cf also: Flying Buffalo's "WargaroerJ s_Inf qroiation" 1,1; "Ab- 
wehr" 11,8:5; then the reviews mentioned in "Íhe__Guide to Warga- 
ming Periodical Literature" 111,4, No. 951-9H3; and, of course: 
Europa 3,14; 4/5,17.61)). *• cf Orvw^s a . <-, \ 
Page 24 
E 6-8, page 22 ! GART GYGAX / SANDY EISEN: D&D 
**********************i****************************************** 
RE; SANDÏ EISEN ABOUT D&D (by Gary Gygax, USA) 
((wlh. In E 4/5, p 61, Sandy np.de some remarks about D&D, especial- 
ly he mentioned: "This has impressed me as very good indeed when 
I started playing, but now the shine is wearing off as I see that 
it is not really as open—ended as it seemed to be. Nevertheless it 
is still good- fun.")) 
I am first of all interested in knowing who it was that introduced 
the D&D campaign to you I More, importantly, however, I ^ould like 
to know what caused you to find the "shine" rubbing away ~nd the
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game not "as open—ended a,s it seemed to be". The campaign does 
rest very heavily upon the referee, but if he is doing a proper 
job it will be completely open—ended. The usual fault is a tenden- 
cy to make a D&D cajnpaign into a give—away, with dungeon levels re- 
sembling a magical department store. Players progress so quickly 
that 20th level becomes a run—of—the—mill thing, and where can it 
go from there? (On the other hand there is .a campaign I know of 
where I am informed by a player that after eight month of constant 
adventuring there is an 8th level Magi'c-U'ser as the highest level 
in the game, .and that is tough but good). 
Those who find their campaign in a too-much, too-soon fix can try 
to rectify it by including desi—gods, super-powerful supernatural 
types and the like. This isn't the way D&D was me'ant to be played, 
but it is a fantasy game, and if it saves a game so much the bet- 
ter. There are all sorts of other things that can be done also. 
Other-world adventures can be staged, .and by getting into a semi- 
science fiction situation some of the power of high-level players 
can be negated. Devines, and tricks can be used to nullify and take 
away magic items. Tricks, geases, and quests can cause levels tò be 
lost. Monsters which drain levels can be sot so as to surprise and 
have a good chance of draining players. As a last resort you can 
begin again, and avoid the mistakes originally made. Let me know . 
the specifics if you think I can be of any help. 
SANDY'S REPLY TO GARY (by Sandy Msen, UK) 
I was introduced to D&D, and I a,m currently living in a, campaign 
being refereed by Roger Lighty from Pasadena (now living in Chur- 
chill College Cambridge, UK). I founr the first few games intensely 
enjoyable and exiting; I really lived the part and ny 'willing sus- 
pension of disbelief' found myself there — in the dungeon. My ac- 
tions (and of course my thoughts a,bout these actions) were dicta- 
ted by real-life considerations and no thought of Wargame mechanics 
entered my head to distract me from the 'events' going on. 
However, on my first games, by browsing through the rules booklets 
and pastering Roger with questions, I picked up a rough idea of the 
game mechanics and it was this knowledge that, with its attendant 
realisation thp.t D&D was just another minitures combat system 
(abeit a highly imaginitivo and distinctive one) broke the spell 
of perfect involvement.I had been under until then. Thus when I 
spoke of D&D not being so open—ended, you misunderstood mo. I ^ id 
not mean in terras of the long—term course of the campaign and the 
lifcs of the characters, but rather the possibilities inherent in 
each fight, encounter, discovery, etc. These are still wide, but 
inevitably when you are awarr of the rules, you play out each si- 
tuation with an eye to obtaining best odds/chances of survival,etc. 
considering the rules rather than the situation you are in. 
To avoid this I have decided that when I design and run my own dun- 
geon I will not permit the players (people who do not know about 
D&D yet) to discover the rules. Of course this will put them at a 
great disadvantage, and I feel I may have to put over quite abit of 
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E 6-8, page 23 TSR 
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information in the form of legend/folklore/tales so that they will 
have some idea of what they are up against and what to try, but all 
without-disclosing the game mechanics. Although learning-by-your- 
mistakes will be a harder way, I feel that it will be more enjoyable 
both for the players and the referee. 
I can appreciate your concerns over too-rapid progress and possibi- 
lities for hra.nching-out after characters have made it to the top, 
but it does not really apply to us, as the campaign I'm in seems

Greyhawk Castle History

This, is so riddled with a partial treatment, lack of coherent treatment, lack of pertinent information, and has holes all over the place, to have made it a sickening read for me.

I guess it's about time to write another essay for print, perhaps in my CASTLE MAKER collection which I am taking notes for.  In between, if someone wants to volunteer to help redo this travesty of an article, please email me for the facts regarding this venerable Castle's history.

Monday, December 14, 2009

Castle El Raja Key, small Partial of the Introductory, Historical Essay

Hereafter follows a small snippet from the accompanying essay which (in full) delineates the first Blackmoor adventure in LG, the initial reaction to this by Gary and myself in a meeting between us the day afterward, the formulation of the OD&D first draft, the crafting of Castle Greyhawk and El Raja Key, the composite Lake Geneva Campaign as it grew, and includes some slices of these adventures later written about and detailed in "Up on a SoapBox" in the Dragon Magazine and at various forums, and in unpublished form (both in EGG's mss and my own).  The whole in depth essay is a wealth of history regarding the advent of FRPG in Lake Geneva in 1972.

"...As I was ostensibly part of the Gygax extended family since 1968, I was at their house and with Gary almost every day.  After the initial Blackmoor adventure events proceeded at a furious pace.  Phone calls to Dave.  Letters exchanged between the two.  During this time EGG noted that he had begun crafting a “dungeon” setting similar to Dave’s Blackmoor. About two weeks after this adventure, Gary handed me a slim manuscript which had been mailed to him by David.  I sat down and read for the first time the rules that David had used during it.  They consisted of “16 pages of [typed] notes” (as EGG emphasized while I was perusing them).  He and I both noted that they were based off of EGG’s Fantasy Supplement to the rules Chainmail (Gygax & Perren, Guidon Games 1971) but with copious additions of formulas which I faintly (at least then) equated to those from the miniatures game Strategos N (David Wesley, 1967) that I had watched being played at GENCON 2.  Gary informed me that these notes were in need of streamlining and that he would be doing this over the coming weeks as well as continuing to craft a dungeon to play-test the refined rules.

The First Draft of OD&D -- Greyhawk Castle is Born -- El Raja Key Quickly Follows.

"Within 4-6 weeks of our first adventure into Blackmoor Gary had a rough first draft of the new rules and several levels of the new dungeon, Greyhawk, to play-test these.  His daughters and Ernie were the first adventurers; the second one consisted of myself (Robilar), my brother Terry (Terik), Ernie Gygax (Tenser) and Elise Gygax (Ahlissa).  Within 4 weeks of this second adventure and the ones that followed on a daily and nightly basis, I crafted the first levels of El Raja Key, at first with the intent of only judging Gary therein, as he had been pulling double duty with writing the D&D rules as well as designing the levels beneath Greyhawk Castle.  After starting his PCs Yrag and Mordenkainen within it, Gary took his first step at making me the co-DM of the Greyhawk “Campaign” as then understood.  As the play-tests had been fast and furious,  many of the earliest PCs had grown very quickly in level and were moving to the outdoor.  I was allowed to DM these outdoor adventures just prior to completing my journey as Robilar to “China” (which earned me the co-DM mantle permanently and on all levels). ..."