James Maliszewski wrote:Don't get me wrong: I'd have preferred a "true" version of Castle Greyhawk (with the necessary serial numbers filed off) rather than a largely new creation as well. However, for various reasons, that might not have been possible/feasible. If what we get instead (and I don't know, since I don't own the product) is a solid old school dungeon, I'm willing to overlook its being mostly new and enjoy it as an example of the Old Ways being brought forward to the present.
While I plan on getting this product eventually (frankly, as soon as I can pick it up at a considerable discount) and have no doubt that it represents the best of Jeff T and Gary-circa-2007 design sensibilities (the pretty much unanimous praise it's receiving online attests to that) it's really not what I
want, what I think would be valuable to the gaming community-at-large, and at least from my perspective I think the lingering confusion over what this product actually is could be downright damaging.
What I mean is that, as anyone who's been paying attention will know, my primary interest D&D-wise is in the game as it existed and was played roughly 1970-75, the dynamic of play and design sensibilities of that era, which are a lot different not only from what we see today, but even from what we saw in the late 70s (as freewheeling OD&D morphed into regulated Gygax-centric detail-heavy AD&D). Getting people to recognize and understand that the game "worked differently" in those days is an uphill battle, in part because the actual evidence of how the game was played in the Twin Cities and Lake Geneva is pretty thin, and so much of what there is has been filtered through the lens of a later perspective (such as the DA, EX, and WG series modules, or the published World of Greyhawk as a whole). With this product out now that is 2007 in its approach but will be taken by most readers (even if the introduction instructs them not to) as representative of 1972-3, that job just got even harder.
This product may well be 100% "Gygaxian" and the crowning achievement of the entire rpg field, putting
Griffin Mountain and
Masks of Nyarlathotep and
Necropolis and all the other classic warhorses to shame, but it's not a time-capsule glimpse into the way the game was approached and played in the early 70s -- when the level maps looked like mazes and the keys were 1-2 pages of handwritten notes.
First Fantasy Campaign and some of the other earliest Judges Guild stuff (
Tegel Manor, the 5 level I-series dungeon) gives this,
The Original Bottle City gives this, but
Castle Zagyg vol. II: The Upper Works, for all of its (presumably considerable) merits, does not. That was Gary's decision -- he recognized that tastes and approaches have changed since those days and wanted to present something that would appeal to current players, not amateur historians like me. That was his call and I can't really argue with it, but I don't much like it (and am still holding out hope that someday Gygax Games might be convinced to let the public get a look at those original maps and handwritten keys, to see how Gary actually did it at the time, as opposed to how he did it 35 years later).