I would ask whether or not the language in OD&D points one towards the Greyhawk or Blackmoor campaign models - if the structure of OD&D - in that sense - leads one to these kinds of structures. You can fight that inclination and build a wholly orignal campaign using the OD&D rules that isn't influenced in that direction, but it might be harder.
The retro clones are stripped of the kind of language that might lead one into a Greyhawk or Blackmoor duplicate without really being aware of it. Therefore, they help one create an entirely original world - or help one do it without a struggle.
For what it may be worth, I would strenuously argue that this sentiment is exactly wrong, and reversed to the point of being exactly opposite the case.
Indeed, one of the chief difficulties presented by the OD&D retroclones is that they distinctly narrow and define the possibilities of the game along the lines we are most accustomed to, primarily in the model of Moldvay and the long series of TSR modules.
A significant portion of OD&D on the other hand, is devoted to series of table after table whose only purpose is to randomly generate a bottom up world. Further, the rules specifically cite the open possibilities, reccomending adventures on mars or in space, the addition of robots, alien technologies, monster characters, etc. etc.
In short there is a refreshing freedom and openess in the campaign possibilities promulgated by the 1974 rules that is channeled and narrowed by the later rulesets, including all the OD&D retro clones so far published.
Post by Koren n'Rhys on Feb 10, 2012 13:09:50 GMT -6
I'm following what GH and BM are. I think the question is what you mean by "campaign model". Creating a custom world or region and adding unique character classes, monsters, etc? Compiling the info in a supplemental booklet?
My favorte "Greyhawk" is the folio version, if you're looking for a model. The folio has general information about nations and cities but not much really specific, so an individual GM can put in his own personality into the campaign. The original Blackmoor (First Fantasy Campaign booklet) and the Wilderlands do this as well.
However, if I'm creating a campaign for my own use I need the extras. Not just the skeleton but the other stuff filled in, too. But when I finish it wouldn't be something I'd want to share becasue it would have too much material personalized to my own game.
Gary had a similar problem. The "Greyhawk" that you could buy in the folio isn't the Greyhawk that he actually ran. He didn't want to spoil the game for his own players who might read some secrets in a book, so he wrote something similar but not exactly the same to be sold.
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
I liked the Greyhawk folio for all the exact reasons you mention. My players read my blog, so how can I share all the details of the campaign there without spoiling it for them?
One of the things, I confess, that I really liked about the folio was all the "Coats of Arms" that it has featured. Colorful, fascinating, they add great flavor. Using the random tables provided by the Judges Guild (in Village Book 2) I started making shields for all of the towns and castles in my campaign. They look great!