Generally speaking, what makes a D&D supplement not very useful is when it is too vague. This vagueness comes in a lack of detail or an amount of detail that leaves the player or DM saying: "I could have made that up, why did I spend my money on this"
If good and useful supplements deliver (1) adventure ideas (2) roleplaying ideas (3) new rules (4) get your imagination going
Not so useful supplements are missing some or all of these elements.
Another dimension of usefulness is how specialized the supplement is. Obviously if you always play rogue characters, a book about paladins will be less useful. Similarly if the campaign involves mostly standard dungeon crawls and the supplement is about a place lacking in dungeons to crawl in, that supplement will also be less useful. In this regard, the gazetteers are mixed. The following are fairly conventional and will accommodate a standard adventuring party with little difficulty:
Karameikos, Ierendi, Northern Reaches, Minrothrad, Darokin
The following are written for culture or race specific adventuring but can still accommodate outsiders who are visiting fairly easily:
Ylaruam, Alfheim, Rockhome, Five Shires
The following are written for culture or race specific adventuring and some or all members of a standard party will run into difficulty:
Glantri, Thar, Ethengar, Shadow Elves, Atruaghin
The biggest problem that hurts a supplement (any edition) is vagueness. The language fills up space but does not really convey any information.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Showing posts with label Gazetteers. Show all posts
Showing posts with label Gazetteers. Show all posts
Saturday, September 21, 2013
What makes a supplement not very useful
Thursday, September 19, 2013
Most useful information found in Mystara/Known D&D World Gazetteers
The most useful information that is found in some but not all gazetteers are the following:
1. Adventure ideas
2. Campaign ideas
3. Interesting character variations
4. Workable background information
5. Politics and Rivalries
Adventure ideas: Many DMs can come up with fairly good adventure ideas on his or her own. When purchasing a product like a gazetteer most DMs are interested in time-saving opportunities. Solid adventure ideas with a workable framework are very useful. These adventures should also be distinct as to setting. Adventures that are too generic are not as good.
Campaign ideas: Similarly ideas for how a gazetteer can be used for an extended series of adventures is very useful. It saves time and makes it easier to build a storyline. Again these campaigns should be distinct to the particular gazetteer. A campaign in "The Five Shires" should be different than one in "The Emirates of Ylaruam".
Interesting Character Variations: Optional rules for the players are almost always interesting. This most often is variations on character classes or new abilities or new spells.
Workable background information: Background information about the economy, history, and culture (etc) of the gazetteer should be broad enough to allow some tinkering. It should not be too broad so as to be too generic. In other words there should be good "out-of-the-box" functionality but it also should be options for "customization".
Politics and Rivalries: Well-done political intrigue always makes for better reading. Good politics and rivalries also make for interesting adventures as the characters work with or against various factions.
The best gazetteers offer adventures and campaigns based on both political intrigue and interesting locations within the gazetteer.
1. Adventure ideas
2. Campaign ideas
3. Interesting character variations
4. Workable background information
5. Politics and Rivalries
Adventure ideas: Many DMs can come up with fairly good adventure ideas on his or her own. When purchasing a product like a gazetteer most DMs are interested in time-saving opportunities. Solid adventure ideas with a workable framework are very useful. These adventures should also be distinct as to setting. Adventures that are too generic are not as good.
Campaign ideas: Similarly ideas for how a gazetteer can be used for an extended series of adventures is very useful. It saves time and makes it easier to build a storyline. Again these campaigns should be distinct to the particular gazetteer. A campaign in "The Five Shires" should be different than one in "The Emirates of Ylaruam".
Interesting Character Variations: Optional rules for the players are almost always interesting. This most often is variations on character classes or new abilities or new spells.
Workable background information: Background information about the economy, history, and culture (etc) of the gazetteer should be broad enough to allow some tinkering. It should not be too broad so as to be too generic. In other words there should be good "out-of-the-box" functionality but it also should be options for "customization".
Politics and Rivalries: Well-done political intrigue always makes for better reading. Good politics and rivalries also make for interesting adventures as the characters work with or against various factions.
The best gazetteers offer adventures and campaigns based on both political intrigue and interesting locations within the gazetteer.
Labels:
BECMI,
Gazetteers,
Known World,
Mystara
Wednesday, July 24, 2013
Ranking the Gazetteers of the Known D&D world (Mystara)
The Known D&D world (later named
Mystara) is made up of a bunch of countries that were defined in 1981 in the
module X1- Isle of Dread. Each country was
given a short description. Starting in
1987, a group of publications called Gazetteers were produced based on the short description of each country. Each
Gazetteer detailed one country on the map. The Gazetteers are between 64
and 96 pages long (each). They provide an overview of the history,
culture, geography, and special rules for each country. They are not
fully compatible with each other in that there are contradictions and
continuity errors that are unresolved. (Nothing major). Often but
not always the continuity errors relate to descriptions of Gazetteers
yet-to-be-published at the time of writing.
The Gazetteers were outsourced to freelance writers although the person
responsible for hiring freelance writers (Bruce Heard) wrote two of the Gazetteers
(Thar and Glantri).
Ranking the Gazetteers from best to
worst:
Great: Interesting Setting, Good
adventure ideas, Good Execution (of ideas), Fun, Makes you want to go there
Good: 4 out of 5 of the above traits
Ok: 3 out of 5
Poor: 2 out 5
Awful: 1 out of 5
Or- Has a negative trait (or
two) that cancels a positive trait
Negative traits: Too much
fluff-empty banal text that adds nothing; Weak on rules; Logical error(s)-it is
fantasy but some of the rationale for why/how is suspect; Tries to accommodate
all races and classes when this doesn't make sense based on the
setting-Minrothad Guilds is the most flagrant violator; "My gazetteer is
indestructible syndrome"-the better ones clearly aren't indestructible; too
much blank canvas- too much detail in a particular area is left for the DM
which somewhat defeats the purpose of buying a gazetteer in the first place.
GREAT
Principalities of Glantri (Gaz. 3)
Orcs of Thar (Gaz. 10)
Golden Khan of Ethengar (Gaz. 12)
Elves of Alfheim (Gaz. 5)
GOOD
Kingdom of Ierendi (Gaz. 4)
Dwarves of Rockhome (Gaz. 6)
Grand Duchy of Karameikos (Gaz. 1)
Northern Reaches (Gaz. 7)
Hollow World Boxed Set (an Edgar
Rice Burroughs type of land underneath Mystara)
Voyage of the Princess Ark boxed set
(based on the Dragon Magazine column of the same name- details an India-like
setting, a sub-Saharan Africa type setting, and rules for similar ships)
OK
Shadow Elves (Gaz. 13)
Dawn of the Empires (Boxed Set about
Thyatis and Alphatia)
Emirates of Ylaruam (Gaz. 2)
Top Ballista (Silly rules for
gnomish flying city complete with magical WW1-style aircraft
Tall Tales of the Wee Folk (The
Faerie Kingdom near Alfheim with rules for playing pixies and sprites, etc)
The Sea People (Rules for playing
undersea characters)
Night Howlers (A valley full of
werewolves)
Five Shires (Gaz. 8)
POOR
Minrothad Guilds (Gaz. 9)
AWFUL
Atruaghin Clans (Gaz. 14)
Republic of
Darokin (Gaz. 11)
Note: I intend to Review each
of the Gazetteers on this blog.
Labels:
Bruce Heard,
Dawn of Empires,
Gaz. 1,
Gaz. 10,
Gaz. 11,
Gaz. 12,
Gaz. 13,
Gaz. 2,
Gaz. 3,
Gaz. 4,
Gaz. 5,
Gaz. 6,
Gaz. 7,
Gaz. 8,
Gaz. 9,
Gazetteers,
Hollow World,
Mystara,
Voyage of the Princess Ark
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