I peer over at my wall-spanning bookshelves (well, one wall of them,
anyway) and see a chunk of my Dungeons & Dragons shelf
occupied by several thick boxed sets crammed with fantasy world
settings. Their names ring boldly in the annals of fantasy
roleplaying games: Dark Sun, Raveloft, and Forgotten
Realms. Lately I’ve been thinking about getting rid of them.
Virtually unseen nearby sit several thin, saddle-stitched D&D
modules, some of which provide more localized settings for fantasy
adventures beyond the actual scenario material. Some of their names –
notably B2 The Keep on the Borderlands and
X1 The Isle of Dread – also
stand tall in the annals of D&D.
I’ve spent more time adventuring in these smaller locales than the
vast expanses of the boxed sets and their numerous support
supplements. Perhaps these
more compact modules offered a young gamer both examples of solid
settings as well as the invitation and inspiration to expand upon
them. Perhaps
I didn’t immerse myself in the larger boxed settings because by the
time they were released I’d moved beyond my carefree, younger days
of after-school and summertime gaming into a professional life that
put a premium on free time.
Toward the late 1980s TSR began developing boxed settings to support
the launch of second edition D&D. The company packed all
kinds of inspirational source materials into the box: multiple
sourcebooks, maps, reference cards, flip-books, even audio CDs. Some
like Forgotten Realms, Mystara, and Greyhawk
offered traditional medieval fantasy settings. Others expanded the
D&D experience with different approaches, such as Dark
Sun, Ravenloft, Al Qadim, Planescape,
and Spelljammer. Each
setting came with a plethora of supplements expanding on elements
within the world. I didn’t
start buying TSR’s
boxed settings until early in my professional career in
the early 1990s when I was
editing at a newspaper or working at West End Games. Time and focus
were at a premium in those days, competing with
long, intense
work weeks at the newspaper or constant freelance writing to make
ends meet at West End. I
remember buying the two Mystara
boxes because they included the then-novel idea of including an audio
CD to enhance the adventures (I’d long been enhancing my home games
with soundtracks custom-chosen for the scenario action, easy to do
with a large repertoire of Star Wars
music). Dark Sun
piqued my interest as a setting radically different from D&D’s
standard western fantasy. I didn’t find the Forgotten
Realms box until years later, in
a forgotten corner of a junk shop for a ridiculously low price. Most
boxed settings I bought during my West End days when I had a regular
stable of gaming stores to visit...and as I recall many such stores
put older TSR merchandise on sale or clearance just to move stock.
Of course this debate amounts to different strokes for different
folks. Everyone’s entitled to their own preference based on their
gaming tastes and experiences. Certainly one can find a region of a
vast boxed game world to customize and focus on for adventures; some
of those boxed settings do that with campaign-opening scenarios that
send heroes toward their fates. Some might argue that detail also
provides a framework and inspiration toward more adventures. but more
details make keeping track of everything more difficult and establish
a setting continuity players are sometimes loathe to violate. One
might call it a comparison of macro and micro, comprehensive boxed
settings or module folios gamemasters can expand with their own
interesting elements. The macro often delves into far too much detail
in the subsequent flood of supplements covering information about
individual kingdoms or regions, from broad subjects to very specific
locations.
I prefer the smaller, more digestible locales, while others might
find greater freedom and inspiration in the massive world-spanning
boxed sets. I think my preference comes from the period of my life in
which I encountered these different setting formats, an intersection
of material available during a prime time for gaming. I immersed
myself in B2 and X1 as a teenager in the 1980s when I
had plenty of time to read them, adventure within their locales, and
expand their potential. I’m sure had I acquired L1 back then
I would have done the same. Massive boxed setting sets didn’t start
appearing on the market until the late 1980s (with the first-edition
Forgotten Realms box), when I was in college and much of my
gaming activities were relegated to the summer...and by that time my
friends and I were exploring the next generation of roleplaying games
that engaged us with accessible rules and popular genres, notably
Space 1889, Cyberpunk,
and the Star Wars Roleplaying Game. Much as I might
have found Spelljammer, Dark Sun, and Al-Qadim
intriguing, I had little time to immerse myself in them.
The differences
between the two forms also demonstrates how
TSR did business at
two distinct times in its corporate history. In
the earlier days (quite possibly before Lorraine Williams’ hostile
takeover and ousting of Gary Gygax) game creators from the earliest
campaigns transformed their setting notes and ideas to conform to the
adventure module format, with the notable exception of the
original World of Greyhawk
folio...itself an outgrowth
of Gygax’s own game setting. As the company surged toward AD&D
second edition boxed sets promoted high production values for
campaign settings. Some like Ed Greenwood’s Forgotten Realms grew
from gaming personalities, while others no doubt coalesced around the
meeting table among designers developing
a shared world. With greater production values of a boxed set TSR
could garner a higher price and profit to feed its corporate
operations. This loosely
corresponds to the difference
between creators designing game material to their own interests
and schedules and
the corporate publisher’s need to relentlessly release product to
maintain revenue and
sustain the company’s infrastructure. For the former less is more,
while the latter more is never enough. One
might argue if the “more is never enough” model helped doom TSR
beneath a flood of returned product in 1997.
Certainly roleplaying game settings
have evolved from my artificial dichotomy of lean module locales and
chunky boxed settings. Today
boxed settings remain the purview of established and well-funded
publishers who can
afford to invest in such high production values. They’re more of a
rarity these days. Few I’ve seen have inspired me. Bound
supplements provide just as much inspiration – in portions more
easily digestible for busy “adults” like me – without the high
cost (both for the consumer
and the publisher). I tried
emulating the early D&D
modules in my Greydeep Marches setting but, right now, have no further plans to develop it with an
aggressive monthly schedule of pricey supplements and adventures. One
of the earliest boxed settings I loved as a kid was Chaosium’s
Thieves’ World,
based on the popular anthologies; it provided a rich urban setting
without the need for a host of support product. R. Talsorian released
the Night City Sourcebook
for Cyberpunk 2020,
presented as the print format of dataterm information; though being
far from encyclopaedic it provided enough detail to inspire
gamemasters and offered
enough tone for them to develop different neighborhoods. S.
John Ross’ Uresia: Grave of Heaven
and Points in Space, Volume 1: Starport Locations
not only present
inspirational settings but supply
entertaining reading. More
often engaging settings form the backbone for their own roleplaying
games like West End’s Star Wars Roleplaying Game
and other media/genre-based fare.
The vast range of settings and the way they’re presented
demonstrate the immense diversity of imagination in the adventure
gaming hobby. Everyone can have their preferences across the genres –
original or media-based, folio or box, generalized or detailed,
corporate or hobbyist – and ultimately find something that
satisfies their gaming urges at the moment.