Is that the reason for all the new terminology in the game as well? Seems to me TSR's lawsuit named a whole bunch of D&D terms (hp, AC, etc, etc) as being evidence that Mr. Gygax was infringing on their IP. Whether or not that had any validity, I wonder if he changed everything to avoid the issue?Heh. I still have poster advertising the game as Dangerous Dimensions before TSR forced the name change.
The product that never was.
Necromancer Games converted it to 3.5... or maybe 3.0 just before the switch in 2003.Can someone talk about Necropolis? I think I've seen it converted to LJ, was it?
There are some good Gygax adventures in there. Most notably "Necropolis", which is a high level adventure. This releasing of high level adventures with brand new systems is something he did with D&D too (G series). "High Time at the Flying Pig", or something similarly named, as well as a slaving ship adventure are both pretty nice. The magazines included some interesting one's too, but those are harder to find.
EGG in Realms of Adventure #1 said:Two collaborators are working along with me to create n up-to-date version of the campaign I began in 1972... My two (extremely able) co-workers will help me get together full details of the original Castle and Dungeon setting used in those halycon days, the original City setting ditto, and Atlas/Gazetteer books detailing the complete world... Scenarios which are not directly connected to the immediate vicinity of the castle and city will be done occassionally too. These will be identified as belonging to the campign, and as with all of the products, will e offered to you under the FANTASY MASTER logo. Now underway is one called NECROPOLIS. If you like the module I wrote called TOMB OF HORRORS, you'll love this one.
What are you interested in knowing? The only GDW adventures published in book format are the three I mentioned. The non-Necropolis adventures are both in the primary Mythus book. "High Times" is a basic rules introductory bar adventure, meant to start characters and players out new to the system. It's not bad. The other is a break free from bondage starter adventure entailing taking control of a ship sailing around the faux-Mediterranean Sea of Aerth, finally ending in Aegypt (the alternate version). From there one could start Necropolis or a city adventure, but I don't think anyone would be ready by then.I'd be very curious to hear more about any EGG adventures for DJ/Mythus: the only one I'm aware of is Necropolis, which did start out originally as a New Infinities "Fantasy Master" project, as Jason alluded to:
Basically, it reads like Gygax was trying to re-invent AD&D . . . .
Out of curiosity, did he ever use Uerth as a setting for any of his games?The "Epic of Aerth" is an excellent setting book and interesting to read, especially if you are interested in his other campaign settings like Greyhawk's Oerth.
What are you interested in knowing? The only GDW adventures published in book format are the three I mentioned. The non-Necropolis adventures are both in the primary Mythus book. "High Times" is a basic rules introductory bar adventure, meant to start characters and players out new to the system. It's not bad. The other is a break free from bondage starter adventure entailing taking control of a ship sailing around the faux-Mediterranean Sea of Aerth, finally ending in Aegypt (the alternate version). From there one could start Necropolis or a city adventure, but I don't think anyone would be ready by then.
The Journeys Magazines had a number of adventures and interesting flavor pieces. One lighthouse murder mystery particularly stands out in my mind, but I can't recall the details.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.