Sort of an overview, sort of me doing more mental gymnastics.
Note: This one got away from the original thesis, so I cut chunks out for another post later.
I have been thinking about a few things this week, namely my 1979 Campaign and my Isles of Avalon one. I flirted briefly with combining them and then realized quickly that by doing so I would lose everything that made the 1979 Campaign special. So I might have ideas that work for that, but I think I need to keep it as it is for now. One day I'll play it.
Isles of Avalon is less of a campaign and more of a campaign location. I have a lot of ideas for it. Too many to be honest. But two things in it are prominent. 1.) It has to include an Island nation of Necromancers. 2.) It has* to be run under AD&D 1st Edition.
How are those connected and what does it have to do with today? Well, I was going over the materials for the IoA idea and began merging the two projects. I quickly realized that I would lose what made the 1979 Campaign idea special to me (moving from a hybrid Holmes Basic/AD&D to pure AD&D) and I also thought maybe I am not wed to the idea of IoA as a pure AD&D 1st edition setting.
I love AD&D 1st Edition. Really I do warts and all. I do want to do a lot more with it in my personal gaming even if it is never seen by you, my reader. After all I never really talked much about the AD&D 2nd Edition games I was playing in here.
But these last two weeks (and most of October) have given me some moments to pause and think. The question remains "What is it I want out of this really?"
The AD&D First Edition Experience
This one is key. I want something like AD&D 1st ed. Which will prompt many to say "then play AD&D 1st Ed, dumbass!" Which is very, very valid. But I also have all these other games that I want to try and I played AD&D 1st ed, for over a decade. I love it, but it sometimes feels like moving back in with your parents or hooking up with your ex-girlfriend. So. What are my options?
Old-School Essentials: Advanced Fantasy
This one is great, but it isn't really AD&D is it. Plus this is the system I am using for War of the Witch Queens and it is really great for that.
Hyperborea
I have been reminded this week of how much fun Hyperborea is. It is much closer to AD&D. The game is tied very closely to the world and it is a world I enjoy, but some pieces of it don't fit with my idea of what I want to do for my various campaigns. One thing is certain, the ethos of Hyperborea will inform what I do with my Isle of Avalon.
Castles & Crusades
I do love Castles & Crusades and it does provide the AD&D 1st experience I want. Plus I LOVE all the Codex books on world religions and myths. It doesn't quite have the same feeling to it as Hyperborea though. On the continuum of gritty to light it goes Hyperborea, then OSE-Adv, then C&C. With the endpoints as DCC on the gritty and Hero's Journey First Edition on the light. Still, though I do love this game a lot and I really want to do a lot more with it.
Special Note: The 1979 Campaign
This one is a special case. The purpose here is to recreate a certain style of play that I would have done in the Fall or early Winter of 1979. I will only use materials that would have been available then or is closely related. Rules are a mix of Holmes Basic (not B/X) and AD&D, in particular the AD&D Monster Manual.
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Why all these mental gymnastics? I am aware that my kids are getting older and moving on. My oldest is a professional pastry chef now. My youngest is in college and spends all their time writing code. They don't have time for dad and his elf-game anymore. Well...they do still play D&D, just with their own groups of friends. My time to get some games on with them is limited and I want to maximize what I can.
So. Let's see what I can cook up here. I know...get to the point already.
Isles of AvalonWhile I love this name, people who have seen it online and not bothered to read the posts (if you are reading this then that is obviously not you!) were confused with the Arthurian Isle of Avalon and felt they were informing on something. Thanks, but I wrote tons about that in Ghosts of Albion. Still, though, I might tweak the name to be Isles of Avalon Hill to honor its origins.
So before I put together a campaign (and this would be a sandbox or hex crawl) and try to figure out what rules to use, I think I need to work out some details.
1. This archipelago of islands is old. Really, really old. An empire rose here, grew to greatness, fell into decadence, finally to infighting and decay, and then to dust and forgotten legends.
2. There is an island of Necromancer kings. This was one of the key notions. Of all the islands, this one is the one that still yearns for the "old times." I think I am coming around to the idea that there is someone called "The Necromancer." Feels ominous.
3. There is a small island that is home to the Vampire Queen. The Vampire Queen is a reoccurring character in my games. One of her influences is the classic Palace of the Vampire Queen from Wee Warriors, then Pacesetter, now Precis Intermedia. Wee Warriors and Precis Intermedia also have the Misty Isles, which is another model for my own Isles. The Vampire Queen lives on a remote island here.
4. There is the "Big Island" that still has active wizards. The Empire is gone, but there are still wizards that come here for the same reasons there was an empire here. The connection to magical energies here is the strongest. Whether it is a confluence of ley lines, built on the remains of a long-dead but highly magical creature, a magical meteorite hit here, or some combination of all the above. The only remaining edifice of those times is a place called the Citadel of Conjurers (or at least my original notions of what that place was when I read it in Dragon #91).
Not looking for grand plots. Not looking for world-changing apocalypses. Just a place to do some hex crawling.
Either Castles & Crusades or Hyperborea would fit this fine.
I am leaning more towards Hyperborea for this, but I really, really want to play some Castles & Crusades.
Anyway, random thoughts on a cold Chicago day.