Thread necromancy to note that this product I was raving about is now FINALLY available as a PDF: http://www.dndclassics.com/product/16975/GAZ3-The-Principalities-of-Glantri-(Basic)?it=1The entirety of GAZ3: The Principalities of Glantri for basic D&D, including:
- Schools of magic as actual schools/secret societies, with initiations and ranks
- Rival noble houses of magic-users, secretly infiltrated by families of werewolves, vampires, traitorous elves, and at least one radioactive lich(!)
- Settings built to generate crazy numbers of adventures, like a school of magic filled with intrigue and peril (detailed when JK Rowling was still a starving college student) or a capital city built over the power-source of an ancient craft, which has become a path to godhood for wizards powerful enough to master it
- Crazy magic items like a tiny alchemical laboratory in a battle, from which you remove your homunculous with a pair of tweezers to enlarge the magic potions he's made for you
- Princedoms of magic-user supremacists who kill clerics on sight - one of which is ruled by magical colonists from Clark Ashton Smith's Averoigne setting (aka the medieval French wizard family from the classic module Castle Amber)
- Glorious Stephen Fabian artwork - it is crazy to me that the guy who created the look of Ravenloft no longer draws for D&D
None of that is system stuff, but it is all part of a design philosophy where anything was possible and nothing was too outlandish to fit within the rules.
The weird, crazy and absurd in the game acknowledged and encouraged by the designers and not swept under the rug. I'm talking flumph, flail snail, sheep in wolfs clothing, wild surge, wizards with names like Bargle and Bigby and so much other stuff like that.
Yes, it's silly. It's also a nice breather break from grim and dramatic gameplay stretches, reminds Players, GMs and Designers not to take everything super serious and makes the gameworld feel more magical to me.
Years I read on the wotc site that they don't think humor belongs in the gamebooks, which to me is a very sad statement.

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