[Fred's World] OD&D Gaming World Materials
Jan 31, 2017 10:54:36 GMT -6
Finarvyn, scottenkainen, and 2 more like this
Post by kuthayn on Jan 31, 2017 10:54:36 GMT -6
The Origin, as I understand it.
Fred Funk was among those who attended and contributed over time to the stories and play in Dave Arneson's early games at the College of St. Thomas. These games served in part as initial play testing of what was to eventually become Dungeons & Dragons. The original D&D boxed set was designed by Gary Gygax and Dave Arneson, and was first
published in 1974 by Tactical Studies Rules, Inc. (TSR). Out of this new gaming system arose the campaigns of Blackmoor (Arneson), Greyhawk (Gygax) and many others including Fred Funk's Fred's World.
One of Fred's characters in Blackmoor was Funk I, King of all Orcs, and he is attributed with the creation of the Orcian Way.
This thread is an attempt to disseminate his campaign world out to anyone and everyone interested in it.
*****
The Story
Fred's World centers around the city of Ethelbertville, and 'The Boss' Ethelbert himself, a wizard of great skill and power, feared by many, who founded Ethelbertville more than two thousand years ago. While he serves as the High Lord of Neutrality, he is such an advocate of law and order that he is 'Neutral' by only the slimmest of margins. He has a townhouse in central park and an enormous castle on an island in the middle of Lake Opp. Beneath his castle is the Boss' Dungeon, which is open to all those daring enough to enter. The basic premise of the dungeon is this, if you can get safely back to town with something from the dungeon, it is yours to keep.
The dungeon is not some dirty hole in the ground. Depending on where you are in the dungeon you may have lunch catered, your clothes starched, participate in weapons testing (usually on the receiving end), spend time with George the Dragon, or interact with a whole host of employees that defend, repair, clean and maintain both the island and dungeon. There is a lot happening out on "The Island" and your characters can participate. If you are not too broke (or cheap) and willing to part with a little coin you can even take a tour of the dungeon before risking your life and limbs. Everyone remembered their cookie stones, yes?
The city itself also has all manner of characters and places to interact with. Ethelbertville can be where you outfit your characters before setting out on an adventure, or it may be where you hang your hat while attempting to strike it rich in the dungeon, or you might find some new way to get involved in the rich tapestry of Fred's World. The world is your oyster, hopefully you aren't allergic.
*****
The Campaign
Each playing session begins with the opening scene to Fred's World, welcoming everyone to play:
You are standing on a hill overlooking the entrance to a large walled city. Off to your right you see a crystal blue lake, in the center of which stands a prominent castle flying a grey flag with white trim. On the flag you see two ruby red infinity symbols surrounding an equally red lightning bolt. You can sense a great deal of power emanating from this castle.
Your attention is drawn back to the city when the gates fly open. Through them you see a poor, wretched peasant racing down the street. He is glowing vibrant purple. “No!! No!! Not me!!” you hear him scream. “I didn’t do it!! I didn...” His cries are cut short, thanks to the archers on the wall. Not one inch of his body is penetrated with fewer than six arrows. But his falling body never hits the ground. Instead, it disappears with a thunderclap, leaving only a charred crater where it once had been. You now notice a figure standing on (or should I say, about a foot above) the wall. He is blowing a slight halo of smoke from his finger. As he places his hand back in the pocket of his robe, a voice booms “Ethelbert: 30,003, peasants: 0.”
You decide to proceed towards the city, though you feel quite apprehensive about it. When you begin to move, you notice a large shadow following you. Glancing skyward, you see a large golden dragon descending to meet you at the gates. When you reach the gates, he hands you a map and a single sheet of paper upon which is written:
Code of Law of Ethelbertville
Regulation 247Z, Modification 12, Mark 14, Thou Shalt Not... to be filled in as necessary.
Welcome to Ethelbertville.
This opening scene often set the tone that this was no ordinary campaign.
The options for play were wide open: political intrigue, dungeon crawls, running a business, making friends and enemies, and exploring wherever your characters chose to go be it the dungeon or any direction one chose to head towards. There were secret societies and just plain secrets to discover along the way. Fred's World was home to our group for a decade, and we enjoyed it a great deal and miss Fred.
*****
The campaign materials from Fred Funk's "Fred's World" campaign have been organized into a release edition available for anyone wanting to add some of these materials to their campaigns. (Art, stories, class materials, new creatures and races, etc...)
There is presently a Facebook page for Fred's World where you can get a Pre-Release version of his campaign for free.
www.facebook.com/FredsWorldGaming
Direct link to the gaming materials:
oddwiring.com/projects/FredsWorld/Circa1989/Fred's%20World%20-%20First%20Edition%20Collection%20-%20Pre%20Release.pdf
Makes it easier to download!
Enjoy,
Kuthayn
P.S. Feel free to email any questions or contributions you wish to make to the lore of Fred's World.
fredsworld@oddwiring.com
This offer is open to anyone who knew Fred and/or played in Fred's World, and everyone else who may have questions.
Please feel free to join us in Facebook and Like us if you deem it worthy.
Fred Funk was among those who attended and contributed over time to the stories and play in Dave Arneson's early games at the College of St. Thomas. These games served in part as initial play testing of what was to eventually become Dungeons & Dragons. The original D&D boxed set was designed by Gary Gygax and Dave Arneson, and was first
published in 1974 by Tactical Studies Rules, Inc. (TSR). Out of this new gaming system arose the campaigns of Blackmoor (Arneson), Greyhawk (Gygax) and many others including Fred Funk's Fred's World.
One of Fred's characters in Blackmoor was Funk I, King of all Orcs, and he is attributed with the creation of the Orcian Way.
This thread is an attempt to disseminate his campaign world out to anyone and everyone interested in it.
*****
The Story
Fred's World centers around the city of Ethelbertville, and 'The Boss' Ethelbert himself, a wizard of great skill and power, feared by many, who founded Ethelbertville more than two thousand years ago. While he serves as the High Lord of Neutrality, he is such an advocate of law and order that he is 'Neutral' by only the slimmest of margins. He has a townhouse in central park and an enormous castle on an island in the middle of Lake Opp. Beneath his castle is the Boss' Dungeon, which is open to all those daring enough to enter. The basic premise of the dungeon is this, if you can get safely back to town with something from the dungeon, it is yours to keep.
The dungeon is not some dirty hole in the ground. Depending on where you are in the dungeon you may have lunch catered, your clothes starched, participate in weapons testing (usually on the receiving end), spend time with George the Dragon, or interact with a whole host of employees that defend, repair, clean and maintain both the island and dungeon. There is a lot happening out on "The Island" and your characters can participate. If you are not too broke (or cheap) and willing to part with a little coin you can even take a tour of the dungeon before risking your life and limbs. Everyone remembered their cookie stones, yes?
The city itself also has all manner of characters and places to interact with. Ethelbertville can be where you outfit your characters before setting out on an adventure, or it may be where you hang your hat while attempting to strike it rich in the dungeon, or you might find some new way to get involved in the rich tapestry of Fred's World. The world is your oyster, hopefully you aren't allergic.
*****
The Campaign
Each playing session begins with the opening scene to Fred's World, welcoming everyone to play:
You are standing on a hill overlooking the entrance to a large walled city. Off to your right you see a crystal blue lake, in the center of which stands a prominent castle flying a grey flag with white trim. On the flag you see two ruby red infinity symbols surrounding an equally red lightning bolt. You can sense a great deal of power emanating from this castle.
Your attention is drawn back to the city when the gates fly open. Through them you see a poor, wretched peasant racing down the street. He is glowing vibrant purple. “No!! No!! Not me!!” you hear him scream. “I didn’t do it!! I didn...” His cries are cut short, thanks to the archers on the wall. Not one inch of his body is penetrated with fewer than six arrows. But his falling body never hits the ground. Instead, it disappears with a thunderclap, leaving only a charred crater where it once had been. You now notice a figure standing on (or should I say, about a foot above) the wall. He is blowing a slight halo of smoke from his finger. As he places his hand back in the pocket of his robe, a voice booms “Ethelbert: 30,003, peasants: 0.”
You decide to proceed towards the city, though you feel quite apprehensive about it. When you begin to move, you notice a large shadow following you. Glancing skyward, you see a large golden dragon descending to meet you at the gates. When you reach the gates, he hands you a map and a single sheet of paper upon which is written:
Code of Law of Ethelbertville
Regulation 247Z, Modification 12, Mark 14, Thou Shalt Not... to be filled in as necessary.
Welcome to Ethelbertville.
This opening scene often set the tone that this was no ordinary campaign.
The options for play were wide open: political intrigue, dungeon crawls, running a business, making friends and enemies, and exploring wherever your characters chose to go be it the dungeon or any direction one chose to head towards. There were secret societies and just plain secrets to discover along the way. Fred's World was home to our group for a decade, and we enjoyed it a great deal and miss Fred.
*****
The campaign materials from Fred Funk's "Fred's World" campaign have been organized into a release edition available for anyone wanting to add some of these materials to their campaigns. (Art, stories, class materials, new creatures and races, etc...)
There is presently a Facebook page for Fred's World where you can get a Pre-Release version of his campaign for free.
www.facebook.com/FredsWorldGaming
Direct link to the gaming materials:
oddwiring.com/projects/FredsWorld/Circa1989/Fred's%20World%20-%20First%20Edition%20Collection%20-%20Pre%20Release.pdf
Makes it easier to download!
Enjoy,
Kuthayn
P.S. Feel free to email any questions or contributions you wish to make to the lore of Fred's World.
fredsworld@oddwiring.com
This offer is open to anyone who knew Fred and/or played in Fred's World, and everyone else who may have questions.
Please feel free to join us in Facebook and Like us if you deem it worthy.