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Castle Greyhawk vs Undermountain
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<blockquote data-quote="grodog" data-source="post: 4531446" data-attributes="member: 1613"><p>I'll second Dave. Ruins of Undermountain felt more structurally what I thought Castle Greyhawk should be like (the Gygax and Kuntz version of the Castle, that is): large, sweeping levels, lots of wide-open areas to get PCs lost in, and plenty of room for the DM to customize it to his own campaign's preferences. The first boxed set detailed only the first two or three levels, and included Skullport, which was mostly-wasted as a dungeon element in my book. It also outlined the whole of UM---it's history and levels---though not in great detail beyond the levels in the boxed set. RoU2 was terrible: even the poster maps in it weren't that great. There were a few UM modules published later, but I'm not very familiar with them, so someone else will have to chime in on those. </p><p></p><p>WGR1 Greyhawk Ruins was more-tightly structured and detailed (much less blank space), and was too-strongly themed via the three towers' foci, and didn't present anything at all in the way of ruins or a castle (which is why it was retitled to Greyhawk Ruins I suppose <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ). I was pretty dissatisfied with the design of WGR1, in particular again because the levels were pretty small in scope (a criticism I also levy against Necromancer Games' Rappan Athuk), and because there was so little of the real Greyhawk Castle and Dungeons in it (which, of course, I didn't know at the time I first bought it).</p><p></p><p>I actually touch on both of these campaign dungeons in my soon-to-be-done review of Castle Zagyg <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="grodog, post: 4531446, member: 1613"] I'll second Dave. Ruins of Undermountain felt more structurally what I thought Castle Greyhawk should be like (the Gygax and Kuntz version of the Castle, that is): large, sweeping levels, lots of wide-open areas to get PCs lost in, and plenty of room for the DM to customize it to his own campaign's preferences. The first boxed set detailed only the first two or three levels, and included Skullport, which was mostly-wasted as a dungeon element in my book. It also outlined the whole of UM---it's history and levels---though not in great detail beyond the levels in the boxed set. RoU2 was terrible: even the poster maps in it weren't that great. There were a few UM modules published later, but I'm not very familiar with them, so someone else will have to chime in on those. WGR1 Greyhawk Ruins was more-tightly structured and detailed (much less blank space), and was too-strongly themed via the three towers' foci, and didn't present anything at all in the way of ruins or a castle (which is why it was retitled to Greyhawk Ruins I suppose ;) ). I was pretty dissatisfied with the design of WGR1, in particular again because the levels were pretty small in scope (a criticism I also levy against Necromancer Games' Rappan Athuk), and because there was so little of the real Greyhawk Castle and Dungeons in it (which, of course, I didn't know at the time I first bought it). I actually touch on both of these campaign dungeons in my soon-to-be-done review of Castle Zagyg :D [/QUOTE]
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