I’ve been reading/looking into a lot of the in world histories of Greyhawk, Forgotten Realms and Mystara. Combinations of current canon and almost canon fanon.
Possibly the biggest standout is a history filled with great works being created and stopped. By great works I’m mostly talking about great magical works. Almost seems like more contemporary adventures are much better at stopping the big bad then historic ones 🙂
Sorta amazing how many historic problems stem from some human wanting to live forever or just longer.
I suspect Eberron is possibly an exception. I don’t know much about it’s history, given it was created to be decidedly different and hasn’t been around or abandoned long enough for gaps in history to be filled.
Then there are the gods, demi-gods and godlike heroes. Definitely in the older D&D lore but even today it is sorta of amazing hoe much Lovecraftianness exists in the mythology. Or maybe Lovecraft and his literary followers all taped into something D&D lore tapes into.
Also like how pop culture monster creation myths vs. D&D monster creation myths often differ. I suspect that since the 90’s people have definately tried to apply more scientific explainations to how monsters got here and evolved. Like in Greyhawk Vecna rewarded a Lieutenant with long life making him the first Greyhawk vampire.
Another one is how long historical grudges can be remembered. In world maybe this is due to long lived elves and other longer lived than humans.
Dwarves are almost always an afterthought. Oh, and the dwarves just kept digging in there mines or the dwarves were tired of all the shit between humans and elves so they moved on and started digging new mines.
Then you have halflings who were mostly happy farmers and crafts people just hanging out laughing at all the big people fucking things up.
It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the School of Abjuration, a wizard subclass from the Player’s Handbook that creates arcane wards to protect rather than to destroy.
It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the Archfey, a warlock patron from the Player’s Handbook that grants their followers powers of glamour and subterfuge.
It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the Wild Magic sorcerer, a magic-user from the Player’s Handbook that wields unpredictable arcana.
It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the Assassin, a rogue subclass from the Player’s Handbook that has mastered the art of silent death.
It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the Beast Master ranger, the most controversial (and misunderstood) subclass in the Player’s Handbook.
Last week, we looked at the druidic Circle of the Moon, but there wasn’t time to look at your Wild Shape options. Now, learn about the best creatures to transform into for combat, utility, and sheer fun!
As a long time Dungeons & Dragons / Table Top RPG player and game master The Witcher feels like a BECMI Dungeon Master’s really well developed home brew world. Very high praise. Like in BECMI the Elves, Dwarves and Gnomes feel like classes and occur spairingly. Like in BECMI religion is a thing but not much a part of the story. The brilliant bit is the whole Witcher orders creation and openly and actively hiring monster hunters.
I also like what seems to be elves are not these Tolkien beautiful angelic beings. Most of the elves running around in human society are beautiful but not most elves hiding in the hinterlands or “squirrels” raiding human society.
Somewhere I’ve read that 0-5 level characters are still in the normal human ability so in The Witcher there are “mutated” characters with level 5+ abilities.
Magically speaking maybe not so much BECMI but ODD with a very forgiving GM with on the fly spell creation. Signs work as traditional DnD spells and cantrips.
Using portals and the world spheres colliding to bring what are often time nonsensical and contradictory fantastic creatures into one world was a great idea not used as much since the 80’s.
I do have one complaint both time and distance feel much like a good DnD campaign, it only matters when it matters but in fiction I find myself lacking a good understanding of place. And place or Kingdoms and cities do seem to matter. Lots of good world building is being lost on my inability to link it all yet.
Disclaimer: Currently I’ve read Saga 1, 1/3 Saga 2, Last Wish and a couple chapters in Swords if Destiny. Watched the first season of the Netflix Series and caught a few YouTube videos on the books and games.