Tuesday, December 31, 2024

The Articles of Dragon: "Greyhawk's World"

In my younger days, I was a big fan of The World of Greyhawk setting, for reasons I've discussed in other posts on this blog. Sometime during 1982, probably starting with the appearance of "The Deities & Demigods of the World of Greyhawk" series, there was a significant uptick in the amount of Greyhawk material in the pages of Dragon. I loved this, of course, as I was eager to learn more not just about Greyhawk but also perhaps the direction Gary Gygax was planning to take AD&D, as rumors of an expansion first began to circulate. Just as each new character class or collection of spells provided hints about where AD&D might be headed, so too did his elaborations on the Greyhawk setting (or so I thought anyway).

Consequently, when issue #71 (March 1983) came out, I was pleased to see that it included multiple articles penned by Gygax, two of which specifically dealt with Greyhawk. While one was simply another installment of deities and demigods, another presented something adjacent but nevertheless slightly different. Entitled "Greyhawk's World," the article presented three "quasi-deities" and one "hero-deity" – entirely new concepts for AD&D, as Gygax himself explains at the start of the article.

Gygax defines a "quasi-deity" as "above the status of important characters, by and large, but not quite demigods." Included in this class are "personages" such as Daern, Heward, Johydee, Keoghtom, Murlynd, Nolzur, and Quaal, all of whose names should be familiar to anyone who's read the Dungeon Masters Guide, because they're associated with various magic items and artifacts (Heward mystical organ, Keoghtom's ointment, etc.). Some of these characters were once player characters and are now retired from adventuring in the usual sense. For the most part, "their exalted status moves them in other realms," but they may occasionally become involved in more mundane matters, hence Gygax's description of three of them in this issue: Heward, Keoghtom, and Murlynd.

Heward is a high-level bard named for Hugh Burdick, Gygax's cousin. Whether Burdick ever actually played Heward or D&D, I don't know, but I am sure my better informed readers can provide that information. Keoghtom possesses high levels in multiple classes – cleric, magic-user, illusionist, monk, bard – and is an homage to Gygax's deceased childhood friend, Tom Keogh. Murlynd is the former character of another deceased of Gygax, Don Kaye, who was also one of the original founders of Tactical Studies Rules. Of the three, Murlynd was the one who most interested me, because, in addition to having levels as a paladin, magic-user, and illusionist, he was also "typically clad in garments of another time and world, that of 'the Old West'." Murlynd also carried a pair of six-shooters that nevertheless worked in the Greyhawk setting, despite their otherworldly technological nature.

In addition to the three aforementioned characters, Gygax presents a fourth, Kelanen "the Prince of Swords," whom he calls a "hero-deity." A hero-deity would seem to be a step closer to true demigod-hood, given that "some who live by the sword pay him homage." Like the quasi-deities, Kelanen possesses high levels in multiple classes, in addition to having a number of unique magic items and special abilities that set him apart from mere mortals. Unlike the three quasi-deities, Kelanen is more reclusive and singularly devoted to his narrow interests. He's also neutral in alignment – the others are all good – and dedicated to "balance."

When I first read this article, I was instantly taken with it, primarily because it provided some additional details about the high-level NPCs of the World of Greyhawk. I, of course, recognized the names of Heward and Keoghtom right away, while Murlynd and Kelanen were unknown to me. Of the two, Murlynd caught my attention, because of his cowboy-like appearance and his use of firearms, something that, up to that point, was quite uncommon in AD&D, outside of oddities like Expedition to the Barrier Peaks. I found Murlynd simultaneously appealing and repellant – appealing because who doesn't find the idea of a magic-using cowboy cool and repellant because I was a terrible stick in the mud generally opposed to genre bending. I preferred to color within the lines, even in my fantasy.

The other aspect of the article that I found compelling was one that Gygax didn't much develop. He mentions offhandedly that 

Using these three as guidelines, it should not prove too difficult for the DM to act to bring very special "retired" player characters, and possibly some of your most successful NPCs too, into the realm of the quasi-deity. By means of dual-class work, special situations, successful quests, and the completion of defined tasks, the former PCs can be elevated to the new status. 

Gygax provides no details of precisely how to handle this, leaving up to each Dungeon Master to adjudicate, which strikes me as wise and probably a better approach then what we got in the Immortals Rules. Though I never took this up in any of my own campaigns, I was intrigued by the idea, as well as by the implication that perhaps, in the future, AD&D might carve out more space for high-level characters. High-level play is one of those things that's always existed in theory, but it's never, in my experience anyway, been all that satisfying – just more levels, more hit points, more spells, etc. without any real purpose beyond it. Maybe that's an inherent flaw in the structure of D&D itself, I don't know. From time to time, though, I caught glimmers of something more than that in Gygax's Dragon columns. I'll be sure to point out what I'm talking about in future "The Articles of Dragon" posts.

12 comments:

  1. Murlynd's house is a site in Gygax's 1983 EX2 Land Beyond the Magic Mirror adventure. Stats are given in case the DM should decide he should appear: S 13, I 19, W 8, D 18, C 16, Ch 15;
    AC -5 [bracers of defense AC 4, ring of protection +5, dexterity
    bonus], MV 18” [Shoes of Fharlangh— see Magic Items
    section of the module, p. 32]; L 18; hp 77; #AT 1; D staff of power; SA spells, .38 caliber derringer [2 shots as dart +3, D4-9/4-9]; SD ring of invisibility [improved version], 25% magic resistance).

    Also: "It is 75% likely that if he returns at all, he will be with Keoghtom (who has stats and powers similar to Murlynd’s)"

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  2. I agree this version of high-level play is better than Immortal Rules. I also agree that high-level play is generally unsatisfying and is indeed an inherent flaw in the structure of the game. Instead, I like the idea of PCs retiring from play to become NPCs in the campaign for future lower level characters because the longer higher level PCs survive, the less likely the DM will be an impartial referee. Much of the thrill is gone when there is an increasing assumption the PC will survive the "story", but who wants to see a old player's tears fall onto the game table? They wrinkle the map and wet the dice!

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    1. So far, I've found high level play to be quite satisfying, and the feel of play is quite different. Medium level play involves travel around the kingdom, or the neighboring kingdoms. High level play involves travel into the Underdark, around the world, or to other worlds. No need for a thumb on the scales with high level characters; they typically have means of undoing Bad Stuff - e.g. resurrection, alter reality, regenerate, restoration, and wish.

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  3. I guess I have no real evidence for this past anecdotal, but my impression would be that the problem with “high level play” in all versions of D&D is one of frequency. That is, people start new characters and campaigns all the time, so there’s lots of starting level modules and support for this stage. As one plays farther, less people have stuck with it that long. By the time your characters are high level, you are now left with little content comparatively, and what is there isn’t as well-tested because so few characters get there. My parents’ gaming group still plays today, and to date, they’ve only ever each had one character reach 20th level, and another reach 12th - all the others maxed out at level 10 or much less. Similarly, my highest level character was 11th, and next highest was 7th. And those were both in groups where we played at least once a week, a pace which isn’t tenable for most.

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    1. I agree with this. We had the most fun in the level 3-12 range, and only ever had one character reach level 15. The game seemed to break down for us once the teen levels were reached, in part as you said due to lack of higher level gaming materials and in part due to lack of higher level gaming experience on the part of the DM (often me, haha).

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  4. Jim Hodges--- Gotta admit, I smiled with glee to see a D&D article here again. Great read, sir, and Happy New Year!

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  5. Levels 3-7 are the sweet spot. How many giants, dragons, and Demi-gods can one go up against? Furthermore, by 9th lvl, why are you hanging with a bunch of other “name level” PC’s?
    For one, the challenges are that much more unrealistically maintainable, for two, don’t you have your own stuff going on? For three, it’s in opposition to the “end-game” (to be tromping around on adventures).

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  6. Of the listed Greyhawk "quasi-deities," Heward is easily the one I'm most aware of. Sure, his haversack is all well and good, but his organ is where it's at; its entry in the 2e Book of Artifacts was second only to the Machine of Lum the Mad in terms of how much it fascinated me. It has a tremendous piece of art to kick it off (there's a tiny low-res scan at https://angrygolem-games.com/dnd-artifacts-the-secrets-of-hewards-mystical-organ-what-you-need-to-know-before-you-attempt-to-use-this-legendary-artifact/ that doesn't do it justice), and then its actual workings are absolutely bizarre. The referee has to concoct songs, complete with stop settings, to adjudicate its powers!

    I loved everything about it. It was *so* bizarre and arcane that it really fired my imagination. :-)

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  7. Loved Dragon Magazine

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  8. Some years ago I played with the idea of a high-level campaign with old villains, but rules didn't help. AD&D and Rolemaster were insanely chunchy at those levels, and I knew it wouldn't help with my players. Perhaps, high-level is better with narrative systems, more centered in the story than in rules.

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    1. HeroQuest -- which I think has been rebranded and being flogged by someone new now? -- is actually very good at this (high-level campaigning), and for smooth progression from low-power to high-power characters. It is a pretty narrative-weighted system, like you say -- each edition more so than the last IIUC. It's also possible to play it as a crunchy game if and when you want to.

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  9. This was my first issue when I subscribed. I still have it, along with all the others for the next 8 years.

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