Thursday, May 23, 2024

Retrospective: Greyhawk Wars

I've never been much of a wargamer (take a drink). Despite that, I've always been interested in wargaming, particularly the hex-and-chit variety epitomized by Avalon Hill. Over the years, I've dabbled in wargames, such as my recent flirtation with the COIN series published by GMT, but I've never really committed to them in the way that many of my friends have done. I thus have a minor inferiority complex about this, feeling that my gaming "education" is somehow deficient because I haven't played wargames as often or as widely as my peers.

So, when TSR released a board wargame set in Gary Gygax's World of Greyhawk setting in 1991, I took immediate notice of it. This was my chance to get in some much needed wargaming experience. Alas, things didn't quite go as planned on this score, but I'll get to that soon enough. For the moment, let's focus on the matter of the game's title. According to the box cover, one could be forgiven for thinking it's called Greyhawk Adventures: Wars. However, the text of the rulebook repeatedly calls it simply Greyhawk Wars, which is how I've always referred to it, though some online spaces (like BoardGameGeek) favors the longer, more ponderous title.

In addition to the possible confusion over the title, it's also worth noting that, despite being a wargame, Greyhawk Wars was released under the Advanced Dungeons & Dragons 2nd Edition banner. This is in spite of the fact that it contains no roleplaying content whatsoever, not even the thin gruel provided by Dragons of Glory, another TSR strategic-level wargame set within a D&D campaign world. Of course, TSR had long been notorious about slapping the (A)D&D logo on just about everything, in an effort to build and expand its "brand." Compared to, say, wind-up toys or sunglasses, this particular bit of brand building was pretty innocuous and indeed could be justified in that it was intended to be the lead-in to a relaunch of the World of Greyhawk setting.

Though Gygax departed TSR for good by 1986, the company retained control of Greyhawk. Throughout the late 1980s, there were a handful of Greyhawk products released, most notably Greyhawk Adventures, but none of them, in my opinion, did a good job of carrying on the flavor and tone set by Gygax's original. If anything, they blandified the setting, reducing it to the worst kind of vanilla fantasy. Unsurprisingly, the setting's popularity – and, therefore, sales – declined, especially when compared to TSR's other two AD&D settings: Krynn and the Forgotten Realms

TSR probably recognized this fact, which is why, starting in the early '90s, the company attempted to better differentiate the World of Greyhawk in the hopes that it'd be more appealing to AD&D players. The first step in doing so was Greyhawk Wars. The wargame, designed by David "Zeb" Cook, concerns a massive war that engulfs the peoples and kingdoms of the Flanaess, one whose results upend the status quo presented in previous World of Greyhawk products. Whatever my personal feelings about the end result, it's hard not to admire the boldness of this approach. For years beforehand, Gary Gygax, in periodic Greyhawk updates published in Dragon, had been hinting at the possibility of such a large-scale "world war," but he never pulled the trigger on the idea, probably because he intended Oerth to be an open-ended "steady state" setting each Dungeon Master could customize according to his own desires.

Greyhawk Wars takes a very different approach. Instead of leaving the World of Greyhawk perpetually teetering on the edge of grand events, Cook opts to topple the whole structure, throwing long established peoples, places, and situations into chaos. At the end of the battles depicted in the wargame, a new order is established across the Flanaess, one where the forces of Good are battered, beaten, and on the defensive, while Evil, as represented by the Empire of Iuz, the Scarlet Brotherhood, and the successor states of the Great Kingdom is on the rise. The result is something that's definitely different from the original World of Greyhawk. Whether it's better is another matter.

As tabletop wargames go, Greyhawk Wars occupies a middle ground between being simple enough a newcomer can easily pick it up and so complex that only a hardened veteran of Third Reich could ever play it. The game rules are relatively short – only 8 pages – and straightforward. While there are lots of counters (representing military units), there are no hexes. Instead, the map of the Flanaess into movement "areas" of varying size, based to some extent on terrain. Also included in the game are a number of cards, some of which represent random events and treasures that can be used to augment the abilities of military units. Named NPCs (called "Heroes") play a role in the game, too, which lends it a slight roleplaying flair, though, for the most part, this is still very much a standard wargame. 

Greyhawk Wars is intended for 2 to 6 players, depending on the scenario, each with its own victory conditions. These conditions, though, are solely for gaming purposes and have no bearing on the canonical versions of these events, much in the way that a Confederate player in a wargame about the American Civil War can emerge victorious, contrary to history. The 32-page Adventurer's Book lays out the "true" conclusion of the Greyhawk Wars, the one I described above, with Evil ascendant and Good on the defensive. This is in contrast to the earlier Red Arrow, Black Shield module, which, while assuming a particular outcome for its world war, nevertheless considers the possibility of other outcomes and how they might affect ongoing campaigns. Greyhawk Wars allows for no such possibility and all subsequent Greyhawk products would follow the canonical version of history detailed in the Adventurer's Book.

As I alluded to at the start of this post, my own experiences with Greyhawk Wars weren't great. That's not a fault of the game, which is fine, if unexceptional. Rather, I had difficulty in finding others interested in taking the time to play any of its scenarios. Between setting up and playing, most took 3 hours or more – a short time compared to many wargames, I know – and that limited my pool of potential players. As a result, I don't think I ever played Greyhawk Wars more than a half-dozen times and rarely to conclusion. My perpetual quest for more wargaming knowledge and experience was thwarted once again.

All that said, I can't help but find Greyhawk Wars a fascinating window into the last decade of TSR's existence. The mere fact that the company published something approximating a classic hex-and-chit wargame set in Greyhawk is remarkable in its own right. That it was also the first part of a larger plan to reboot Gary Gygax's campaign setting into something they hoped would be more attractive to fantasy roleplayers in the 1990s is just as remarkable. I can't speak much about the success of the former, since, as I said, I didn't get the chance to play it much. As to the latter, that's the subject of next week's Retrospective post, so stay tuned.

29 comments:

  1. That's Roger Raupp's painting, used as the cover of Dragon #125 (Sep 1987).

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    1. It's a favorite of mine. I believe it's a depicting of a "historically accurate" Battle of Camlann, with Arthur in the golden armor and Mordred on horseback.

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    2. That piece has a very strong "Harn" vibe, to my eye. For such a prolific TSR contributor, Raupp does not seem to have had the lasting recognition that his contemporaries have had. Raupp's style might not have been distinctive enough -- I can see similarities to both Elmore and Holloway in his work. Like Trampier years before, he seems to have become disenchanted with games illustration and retreated from the industry (at least according to Wikipedia).

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  2. Love me some war games, including all the old Avalon Hill faves like War & Peace, Third Reich, and Advanced Squad Leader. We never quibble over “style of play” as do role players and we all acknowledge the primacy of the rules as written. Still a fan of RPGs though, and have often wondered what it would be like to play the Greyhawk Wars. - Always the Ranger

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  3. I love Greyhawk Wars as a boardgame, but the war as background plot for an rpg campaign? Not at all.

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  4. I think you're understating your experience if you've played Greyhawk Wars six times.

    I have historical hex and counter wargames that I've only played once or twice, and still consider my experience worthwhile.

    They're a big commitment to get to the table.

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    1. True that. That difficulty was one of the reasons microgames took off so well when Metagaming introduced the format. They offered an inexpensive alternative to big boxed games that you could expect to actually replay a few (or many) times. Some were pretty shallow, but others were gems that packed a lot into a very small package and are still worth a replay today - and not just the big names like Ogre/GEV. I'd still play Ice War any day, Fury of the Norsemen holds up well, Artifact makes an excellent set of miniatures rules if you want to get ambitious with it, and both Holy War and Invasion of the Air Eaters pack some grand scale games into a tiny little package - although HW is marred by some typos. And that's just Metagaming's offerings. Plenty of other small-format games tried to imitate them, and some - the entire DwarfStar line - massively outdid them.

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  5. In retrospect, it's surprising that TSR devoted the resources to revitalizing Greyhawk at all. I have the sense that management definitely wanted to move on from Gygax's influence. Was the Greyhawk boxed set (or folio) even still in print by the late 80s? If Greyhawk Adventures was all I had, I would not feel familiar with the setting at all. So I can understand why some at TSR would want to start fresh. At the same time, it does seem a little odd to publish a product that offers some open-endedness while also declaring how the metaplot would go. Can anyone comment on how The Greyhawk Wars affected the Living Greyhawk community?

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    1. IIRC Living Greyhawk didn't yet exist. It was created for 3rd edition.

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    2. Wikipedia says that you are correct. I must have erroneously thought LG was older than that; I was never a member of the RPGA but I do remember discussions of living campaigns in the late 80s. I must have been thinking of the Living City campaign, which took place in the Realms, IIRC.

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    3. The "From the Ashes" boxed set, which came out in 1992, replaced the older Greyhawk boxed set as the definitive setting guide, reflecting the events of the war. It was mostly written by Carl Sargent.

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  6. Having grown up surrounded by Avalon Hill titles and serious wargamers, I recall being rather disappointed when I opened this box. While the pieces may have been bigger, it felt more like one of TSR's minigames from a decade before, when the company tried jumping on the Metagaming/Steve Jackson bandwagon. Thin gruel, especially when compared to something like Divine Right.

    I don't even think I got 'GW' to table once, and soon spun off the components to a couple of home brew games.

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    1. It was very lightweight as early 90s wargames went, and the setup and play time required seemed excessive for something so shallow and luck-dependent. Presumably the expectation was that Greyhawk fans wouldn't care, but I don't see much evidence that came true. There were some pretty negative reviews going around when it was new, and precious few defenders sticking up for it. I managed to actually play all of the scenarios once, but never felt any desire to replay them.

      If it had been a "bound-in" wargame like Orcwars from Dragon 132, 134, and later Orcs of Thar I suspect it would have been much better received, but for a separate boxed game - well, it sure isn't up to (say) AvHill's Peloponnesian War, which released the same year.

      Pretty damning that I'd rather play Viking Gods or Revolt On Antares again then go back to this thing.

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    2. Revolt on Antares is actually a cool game.

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    3. Revolt on Antares is one of my favorite games.

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    4. As I recall, the wargame elements of Birthright were simpler and faster — and yet still beefier — than Greyhawk Wars. Tactically they weren't that far above rock/paper/scissors, but it at least gave you the sense your character was commanding an army in the field, that position and terrain mattered, and that a battle could go either way based on your decisions. It is too bad the system wasn't expanded or adapted to other TSR products (like the Greyhawk setting), or other RPGs.

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    5. @James Maliszewski Have you seen the rules-light RPG based on Revolt On Antares over on RPGnet? The whole thing's on one big thread at this url:

      https://forum.rpg.net/index.php?threads/best-system-for-a-revolt-on-antares-rpg-read-the-thread-op-makes-a-whole-game.889923/

      I would happily buy a re-release of RoA, especially if were modernized and expanded the same way Dwarfstar's Dragon Rage was a few years back - preferably paying Dee and Otus for more art, of course. They're a big part of its charm, and that Otus centerpiece is possibly my favorite illustration he's ever done.

      Easily my favorite of the TSR microgames, although I thought Saga, Viking Gods, and Attack Force also had certain appeal as very light wargames. Viking Gods in particular tended to be remarkably well-balanced for a game that seems like it should be extremely swingy on paper - the sheer number of die rolls helps hammer down lucky spikes.

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    6. That's fascinating! Thanks for the heads-up. I, too, would gladly by a revised and expanded Revolt on Antares, but I suspect that'll never happen. I once thought about doing a "retro-clone" of it, but I stopped after I concluded the audience for it was probably very small.

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    7. Probably true, but it certainly seems to be the most fondly remembered of the eight TSR microgames by a large margin. Don't hear many folks waxing nostalgic about Icebergs or They've invaded Pleasantville. :)

      I thought about trying to do a sort-of--sequel to Revolt On Antares with the Silakka invading a different star system but never got very far with it beyond mulling over whether to keep it planetside or add a space combat element.

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  7. "Throughout the late 1980s, there were a handful of Greyhawk products released, most notably Greyhawk Adventures, but none of them, in my opinion, did a good job of carrying on the flavor and tone set by Gygax's original."

    From TSR's revival of the Greyhawk line in 1988 to the cancellation of the Greyhawk line in 1994, 18 adventure modules were published in the Greyhawk setting, as well as the 1988 Greyhawk Adventures hardcover box setting book, the 1989 City of Greyhawk box set, the 1992 From the Ashes campaign setting box set, a Monstrous Compendium appendix, and three softcover setting books. The quality of these products is, of course, debatable.

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    1. That's a lot more products than I had thought were produced. Thanks for the information.

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  8. This game tends to get a lot of criticism for being a lousy wargame, and to some degree that's fair - but there are some extenuating circumstances that tend to be ignored. GW was probably not designed to be a stand-alone boxed game unto itself originally. Something very much like it was meant to be a large part of the third, unpublished WGS module, in much the same way Orcwars was included with the Orcs of Thar after an earlier version showed up in Dragon 132 & 134. When WGS3 was dropped, that proto-game became the heart of GW, and how much was added to it in the finished product is hard to say, as is the amount of extra playtesting it got post-modifications.

    Judged as a boxed wargame from 1991 this is shallow, rather derivative and slow-playing for its price. Judged as a large insert game for a magazine or module, it's not half bad, especially if the original version was going to be a bit less ambitious (most likely sans cards) and played faster. It's certainly on par with Orcwars or the naval wargame included in Kingdom of Ierendi, neither of which take the kind of heat GW does.

    That doesn't make it good, but it does explain some of its shortcomings.

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  9. I eagerly anticipate Part 2, especially considering that the default setting that will be in the 2024 DMG is going to be Greyhawk. The next tournament style play at a con will also be set in Greyhawk. I think a revival of Living Greyhawk is right around the corner (after the core books are done).

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  10. I was underwhelmed by this . . . and it's one of the purchases I made that I later sold off. It just wasn't very interesting to play. It just felt so . . . vanilla. I enjoyed Red Arrow, Black Shield a lot, and I enjoyed the Dragonlance wargame quite a bit, and played a lot of Battlesystem. You'd think this was meant to be for me but it never managed to live up to the price for me.

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  11. I may be a fake wargamer but we had a blast with this one, skulking around the Flanaess with Scarlet Brotherhood assassins (the faction's heroes), laughing when an ambassador from Iuz and one from Furyondy begged for the favors of some podunk sultanate or when a dragon sprung from a random event card, tipping a battle for good. I still look forward to play the whole 6-player war, it would take a day at least.

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    1. Eh, I wouldn't beat yourself up over it. Like I said above, the game takes heat for being pretty shallow for a full-sized boxed wargame of its time, but it was playable - just kind of slow. If (as I suspect) it started life as something more like the Orcswars game that showed up in Dragon and then the Orcs of Thar Mystara supplement and stayed that way I don't think it'd catch anywhere near as much heat, it'd just be another light magazine wargame.

      And it did have some mildly interesting mechanics. The whole questing for treasures and diplomacy functions of the heroes are akin to parts of the old (and better-liked) Divine Right game, the random events provided a bit more replay value (although they were a bit too swingy for my tastes), and honestly I prefer area movement to hex grids for strategic-scale games like this - especially the more abstract ones like Avalon Hill's Wizard's Quest.

      Wizard's Quest (and its distant cousin Amoeba Wars) are both decent beer-and-pretzels multiplayer games if you want something that can handle six players in a more reasonable time frame than Greyhawk Wars, FWIW. Despite their age they're still floating around ebay at fairly reasonable prices if you don't demand mint condition - AvHill printed a LOT of copies, and used ones aren't hard to find to this die.

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  12. I agree that Greyhawk was reduced to some sort of bland "vanilla fantasy" in the 2nd edition era. What were the flavour and tone of Gigax's Greyhawk in your opinion? Some people say it was more sword & sorcery, similar to Fafhrd and the Gray Mouser series by Fritz Leiber (a favorite of mine).

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    1. The earlier Gord stories were certainly swords & sorcery, and I thought they epitomized what Greyhawk was at least trying to be.

      Later Gord turned into dopey power fantasy, sadly.

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  13. Not entirely related, but : with the D&D 'revised core rulebooks' (but completely compatible with 5e) to be released later this year by WotC, the new Dungeon Master's Guide will include a 'sample setting', which will be Greyhawk.

    https://www.enworld.org/threads/how-does-greyhawk-fit-in-to-the-new-edition.704209/

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