What is Trevail? What do I want it to be? Every author asks these questions of himself as he sits down, pen in hand. I want Trevail to be a world that mirrors the aspects of fantasy that I have always found most interesting, and it will be drawn from many sources.
First off, my D&D is an older version of it. I started by playing Classic D&D by way of the Tom Moldvay Basic rules way back in...oh, '81 or so. Yes, I moved on to AD&D, then Second Edition. I never played 3e as a PnP game, but have been exposed to it via the videogame Neverwinter Nights. I've found that the game has grown so bloated and rules-heavy that I hardly recognize it anymore. Sure, there is a multitude of choices and endless character customization for the players, but it is too much for me - not the game I learned to play. As for the new 4e D&D? Well, that I really don't recognize as D&D anymore. Not the D&D that Gry Gygax wrote, anyway. When my children got old enough to show interest, I began to think about how to play with them. What needed to be simplified or otherwise modified so that they could understand what they were trying to do? I finally realized that the game I wanted them to play was the one I origianlly learned. It had changed, I know. The "Classic" rules had been revamped by Frank Mentzer: five new box sets had been released while I was playing AD&D, then merged into the Rules Cyclopedia. That tome was what I chose to play as I move forward. At least it will provide a place to start, and I will freely modify it to be the game I ultimately want to play. I think that is what D&D is all about. My world, my rules, my imagination at work.
Anyone need an OD&D cover?
3 years ago