The Gazetteers series (published 1987-1992) for the Known
D&D World (later named Mystara) is one of my favorite product lines. These supplements each came with a handsome
map, and contained a mixture of information (history, geography, politics,
culture, etc) about a particular country (in some cases countries). I find them to generally be inspiring reading
for getting D&D ideas for either adventures or world-building. Some gazetteers are more inspiring than
others. Some of the Gazetteers are much
better than others.
For example:
The contrast between Gaz 1.
(Grand Duchy of Karameikos) by Aaron Allston and Gaz. 11 (Republic of Darokin)
by Scott Haring.
Karameikos is a well-executed cliché. It doesn't really have any major surprises to
it but everything is fairly logical and satisfying. It is a great fantasy "kingdom". It has tension and it has interesting plot
ideas. It is the quintessential good
"kingdom" with the typical problems of such a place. Orcs in one corner, an evil duke in another,
some predictable monsters here, some surprising monsters there. Reading about it makes you want to adventure
there. It strikes a good balance of
providing material for the DM to use with room to adapt that material to fit
the DM’s own campaign.
In contrast...
Darokin is very bland.
This blandness comes from being a poorly executed cliché. It is supposed
to resemble the merchant-prince cities of Venice or Genoa (according to
published materials preceding it). The
blandness is most apparent in the 9 leading merchant families. If Venice or Genoa (the Italian city-states)
is your model, these merchant families (or their cities) are the heart of the
setting. In the hands of a good writer,
these families would be very intriguing.
At least one of the families would be scheming to make a greater fortune
through some illegal enterprise (or at least repressing the local peasants with
usurious loans), another family would plotting something else, another family
would secretly be conspiring with the Orcs of Thar (a major neighbor to the
North and the subject of Gaz. 10 "The Orcs of Thar"), another family
is actually all werewolves, and two or three families are actually "good
guys" who embody the virtues of capitalism, etc. However as written the 9 families are very
dull and there is almost no information about them except where they are headquartered
and approximately what their trade portfolio is comprised of. (Similarly there are no great rivalries
between different cities as there was and is in Italy among the
city-states). With this sort of dullness
and lack of detail permeating the product- there ends up being a real shortage
of adventure ideas. Too much is left for
the DM.
Both of these gazetteers had a cliché idea as their starting
point. The much better execution of that
idea in Gaz. 1 makes it stand out from Gaz 11.
Gaz 1: 4 out of 5 stars
Gaz 11: 2 out of 5 stars
Gaz 1: 4 out of 5 stars
Gaz 11: 2 out of 5 stars
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