Historic Dungeons & Dragons® Campaign Returns
Loxley, Madison WI, August 11 2017
Legendary game designer Frank Mentzer, famed for his worldwide version of the Dungeons & Dragons® game, has teamed with fiction author Ted Fauster to revisit one of the earliest known D&D® fantasy worlds. The game continues to be one of the most popular of all time, and Mentzer’s version is still available in fourteen languages, on every continent.
In 1981, Mentzer was given written permission from E. Gary Gygax (co-author of the original game in 1974) to establish and develop this little-known portion of Oerth, one of the game’s original settings. This new realm of Empyrea has a 40-year history (starting with simple materials from Judges Guild) and is still actively used. The artist Darlene, who painted Gary’s maps in his 1980 product, will create similar maps for this one. Other famous artists of that era -- including Caldwell, Dee, Diesel, Easley, Elmore, Holloway, Jaquays, and Otus -- are being invited to join the project.
Empyrea is on the mysterious and isolated continent of Aquaria, east of Gygax’s World of Greyhawk™ setting. Until now, knowledge of this portion of the world has remained largely a mystery, as the broad and dangerous Solnor ocean separates the two. The continent is briefly described in the Advanced D&D® adventure “Egg of the Phoenix” (Mentzer & Jaquays, TSR Inc., 1987).
“It’s time to share this Dungeons & Dragons® world with hobby gamers,” Mentzer says. “Unlike others, Gary approved this personally. Empyrea combines both traditional fantasy and science fiction elements. Magic is dominant, but technology lurks. And it’s one Realm… this isn’t a cluster of medieval city-states like Greyhawk.”
Author Ted Fauster has accepted the role of Creative Aide, which was Mentzer’s original title when he worked with Gygax at TSR in the 1980s.
Mentzer and Darlene will finance the set through crowdfunding, with support from Judges Guild. It will be compatible with the most recent Fifth Edition D&D® game (D&D 5E) as well as Mentzer’s own world-famous "Red Box" edition of the game.
An official start date for the Kickstarter will be announced shortly after the GenCon® 50 Game Convention in August.
For More Information, contact:
Fauster : firstname.lastname@example.org
(Ownership of trademarks indicated is not disputed)
I am talking about Runequest 3rd edition published in 1987 by Avalon hill/ Games workshop...i recently got a copy of this and i was, well,...mesmerized-
This 3rd edition is lavishly illustrated and the paintings are gorgeous in UK "White dwarf style", and moreover the content seems to be straight my cup of tea, with several "not-so-easy" rules tables to grasp in what looks like an attempt at providing realism (particularly, combat realism).
But, man! The monster volume which accompanies this volume was the last strike and paralyzed my will. The fantastic and malignant illustrations to be found therein, along with stats such as "monster fatigue points"...i'm in love. I think that's my game. And there's even "Advanced Runequest" with more rules for those inclined to achieve more precision whilst gaming...how was it that these three volumes skipped my radar for so long?
Actually it's not that i was not aware of their existence, but they were like buried in my memories, but i vividly recall that as a teenager they impressed me and sparked my imagination just by looking at the covers (yes, the covers are that important). But i had never physically owned them. Until now.
So now i am in the process of reading it, hence my silence. It seems that i am embarking in a new and exciting journey. As always, the motto "too many games, too little time" is still true and reasonates with me.
Besides, i acquired a copy of the very first edition of "Thieves Guild" by Gamelords and all the ten supplements....so now more than ever i am surrounded by any kind of old fantasy system imaginable since my collection has grown really too big at this point and i must admit that i am confused :)
Here, at the dawning of Dungeons & Dragons (only one year after its appearance on the market) there were already guys around trying to tweak its rules.
What i love in this first page is the fact that mages can use magical swords in addition to (normal) daggers. This is quite fascinating. I can easily imagine a group of adventurers entering a dungeon chamber where they find a loot in which there is a sword. The mage uses a spell in order to see if it is enchanted and once he realizes it is, he starts an argument with the fighter because both wanted to take possession of it. But at the same time, isn't it a bit illogical for a mage to be able to wield a sword, albeit magical? I am not 100% sure that i would implent this rule without thinking about it.
Last unusual thing we see here is the characteristic named "Size". We will see later what it means and its functions in the game.
A fantasy-genre mini-RPG published in a 3''x5'' ziplock bag(!). It has 2 attributes (Physical and Mental) which are randomly determined, and 3 classes (Fighter, Wizard, Bard). All rolls are on 2d6. Combat is by comparing Physical of attacker and defender on a chart. Other rolls (Muscle or Idea rolls) are all the same chance of success, but higher attribute lets you try more rolls per day.
Knights and Magick is a fantasy/medieval miniatures system designed for mass or single combat, in individual battles or large political-economic-military campaigns. The game includes rudimentary role-playing rules, magic spells, and guidelines for use with other RPGs