Gus L
Adventurer
Thanks for finding this thing.
I took a look at the three books, and while some of the basic ideas seem interesting enough as a sword & sorcery/pulp fantasy style setting there was also a lot ... and a lot of it seemed pretty mediocre and it has that 2E/3E quality of just being too much. Rules and options maximalism. Not something I would use now, but were I playing much in 92-93, it would have seemed pretty cool.
It reminds me in a way of my personal favorite late TSR bit of unremembered content: Dragon Mountain ... an enormous boxed set mega-dungeon (with a rather extensive 2e railroad style intro). I should add that at the time it was well received, was reprinted in 2018, and won awards, but I don't ever hear about it these days. From the Wikipedia article on Dragon Mountain you can get an idea of the scope:
"The box includes six poster-sized maps, half of which are tactical displays of village and battlefield settings, while the rest detail the three-levels of the mountain's interior. Six cardstock mini-maps show self-contained sections of the mountain that can be attached to the poster maps at various locations or simply set aside."
Of course when you actually read dragon mountain it's so big that the keys can't catch up to these poster sized maps. So what you get is a series of humanoid lairs. It's a scope vs. content issue that one sees in most really large mega-dungeons, but in Dragon Mountain at least the humanoids have actual factions that a party could exploit... I think Arden Vul is the only thing that gets close to sufficient conceptual density and content for this scale ... and well ... Arden Vul is a unique thing. Anyway...
I think a bit about the mid-90's era of D&D and how it's sort of both the natural evolution of what I see as the TSR Gygax/sensibility in game design - adding more, making rules more granular, always seeming to aim towards a complete fantasy world simulation rather then a "game". There's something appealing about it, but I suspect that in practice it leads to all the cliches about bad 90's heartbreaker games...
I took a look at the three books, and while some of the basic ideas seem interesting enough as a sword & sorcery/pulp fantasy style setting there was also a lot ... and a lot of it seemed pretty mediocre and it has that 2E/3E quality of just being too much. Rules and options maximalism. Not something I would use now, but were I playing much in 92-93, it would have seemed pretty cool.
It reminds me in a way of my personal favorite late TSR bit of unremembered content: Dragon Mountain ... an enormous boxed set mega-dungeon (with a rather extensive 2e railroad style intro). I should add that at the time it was well received, was reprinted in 2018, and won awards, but I don't ever hear about it these days. From the Wikipedia article on Dragon Mountain you can get an idea of the scope:
"The box includes six poster-sized maps, half of which are tactical displays of village and battlefield settings, while the rest detail the three-levels of the mountain's interior. Six cardstock mini-maps show self-contained sections of the mountain that can be attached to the poster maps at various locations or simply set aside."
Of course when you actually read dragon mountain it's so big that the keys can't catch up to these poster sized maps. So what you get is a series of humanoid lairs. It's a scope vs. content issue that one sees in most really large mega-dungeons, but in Dragon Mountain at least the humanoids have actual factions that a party could exploit... I think Arden Vul is the only thing that gets close to sufficient conceptual density and content for this scale ... and well ... Arden Vul is a unique thing. Anyway...
I think a bit about the mid-90's era of D&D and how it's sort of both the natural evolution of what I see as the TSR Gygax/sensibility in game design - adding more, making rules more granular, always seeming to aim towards a complete fantasy world simulation rather then a "game". There's something appealing about it, but I suspect that in practice it leads to all the cliches about bad 90's heartbreaker games...
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