Saturday, April 29, 2023

Materialist Campaign Creation

Jon Peterson’s book The Elusive Shift captures some of the discussions around campaign creation that took place in the early days of the hobby. This serves as interesting context to Gary Gygax’s influential 1975 article on the topic. Something that stood out to me is its account of Tim Waddell’s division of campaign creation into 4 levels, also written in 1975.

Achieving the first 3 levels of Waddell’s levels is surprisingly simple. In fact, the quick start Gygax ’75 method blasts through all of them. Level 1 is just a dungeon, level 2 consists of a few dungeons and wilderness hexes; level 3 is having at least 1 town on top of this. Level 4 though is certainly a steep jump, consisting of:

“several completely mapped towns, plenty of interesting townspeople, rumours, legends, history, etc. A total fantasy world”

In 1976, Dan Pierson in Alarms and Excursions #14 was seeking something similar (p133):

“A campaign: thousands or millions of square miles of mountain, forest, plains, and ocean; the conflict of empires, or slow attempts to put small states back together after a great war … your characters struggling in a vast setting for power, wealth, good, evil or whatever.”

Waddell describes himself as having only achieved 2/3rds of level 4, showing it to be a vastly more challenging undertaking than the first 3 levels. He acknowledged that a level 4 world would require “hours upon hours of work by a ref with a reasonably fertile imagination”.

My previous post looked at features of the Gygax ’75 method that minimise the workload of campaign creation. This is partly through a free mix of gonzo elements, with only weakly conceived “external” connections between these. In my own campaign, I’d like some of the depth that comes with a developed “4th level” world. But I also want to have my cake and eat it, avoiding the accompanying explosion in workload.

It's nearly 50 years since these issues were raised, so perhaps the task has been “solved” already. What I’m going look at specifically is how a materialist perspective can contribute to efficient campaign creation. I’m posting this as part April’s blog carnival - hosted by Codex Anathema on the topic of On creating elements for a setting.


Friday, April 7, 2023

Gygax 75' - Under the Microscope

The Gygax ’75 challenge is a quick-start method to get a campaign running from scratch, based on Gary Gygax’s famous 1975 article. The challenge is to follow Gary’s advice and complete its 5 stages in 5 weeks, although Gary’s original article claimed this can be done in a week. This blog post will consider features of Gary’s method that makes this kind of speed possible.

In this post, I am going to lean into an atomistic interpretation of Gary’s method. Essentially, this means building up a setting from individual “atoms” which have only a weak, external relationship to each other (as discussed in this prior post). I’m not suggesting that this is the “correct” interpretation, or that a single, correct interpretation even exists. But it might be the most efficient way to follow the method.