Thursday, July 24, 2008

All the World's a Stage...so where are the directions?

Greetings inveterate gamers.

I'm one of those old timers who has become totally disenchanted with 4th edition D&D and as a backlash result, disenchanted with D&D as a whole... or, well, most of it. There is one part of old D&D I have loved since I first saw it, way back in the late 70's; the World of Greyhawk.

I've always loved the detailed scope and depth of this vast playground of the gods and fate. It has always had exactly the feel that I wanted in a fantasy world and none other has matched it for me even today in the ingredients necessary to make a great fantasy campaign backdrop. But increasingly over the years, I've thought it a shame that D&D was ever associated with it. D&D is simply too magic heavy for the world it first spawned. Greyhawk feels best with limited magic, with a rarity to magic that D&D does definitely NOT engender.

So, after much thought I settled on a terribly difficult fit for this world created for D&D... the GURPS system.

GURPS, for those of you not familiar with it, is a game system with a tremendous amount of scope and depth of detail, that fits the tone and tenor of the World of Greyhawk perfectly, but is extremely difficult to adapt to anything remotely resembling the D&D system itself. Where D&D hand waves at verisimilitude, GURPS makes it not only possible, but even more visceral and gritty. You feel as though GURPS built characters could step right off the page and introduce themselves. So, even with it's lack of created detailed monsters and often frightening lack of support in ways that the various people who've written for D&D over the years have become past masters at providing, GURPS is my fit for the detailed, visceral and often gritty World of Greyhawk campaign.

Now it becomes important to detail how the differences between D&D and GURPS will be handled to make as much use of the World of Greyhawk setting as possible. In short, here are the directions. :)

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