Gygax took two weeks to write up 50 pages of rules as well as designing "Castle Greyhawk", and preparing the first level of a dungeon that lay beneath it. He and Arneson agreed to co-develop a set of rules based on Chainmail. Gygax was immediately intrigued by the concept of individual characters exploring a dungeon setting, and believed that this was a game that could be marketed and sold. Gygax was interested, so during a visit to Lake Geneva in the autumn of 1972, Arneson ran a session of his Blackmoor dungeons with Gygax as a player. Paul Napoleonic gaming group was in touch with Gygax's Lake Geneva group, and Arneson mentioned the dungeons of his Blackmoor game that the group was playing on alternate weekends. For combat resolution, he started by using rock-paper-scissors, but quickly moved to a combination of rules that combined Chainmail and a nautical wargame he had co-written with Gary Gygax and Mike Carr called Don't Give Up the Ship! What set Arneson's game apart from Wesely's tabletop wargaming was that the players could keep the same characters from session to session, and that the characters advanced by developing better abilities or powers over time. However, Arneson soon grew tired of the Napoleonic setting, and one night when the gaming group assembled, he presented a plastic model of a castle in place of the usual battlefield, and told the players that instead of controlling regiments that night, they would each take one individual character into the castle of the Barony of Blackmoor to explore its dangerous dungeons. Arneson had been impressed by the Napoleonic tabletop " Braunstein" campaigns of fellow wargamer David Wesely that developed elements of what is now called role-playing, such as using a neutral referee or judge and having the players take on the roles of imaginary characters to resolve challenges. Paul, another tabletop wargamer, Dave Arneson, was also developing a new type of game. In 1971, as part of a rule set for tabletop battles called Chainmail that he was co-writing, he created supplementary rules for magical spells and monsters as well as one-on-one combat. He sometimes replaced typical medieval weapons with magical spells, or used dragons and other fantastical monsters in place of soldiers. In the late 1960s, Gary Gygax, a military history buff and pulp fantasy fan, started to add elements of fantasy into traditional tabletop medieval miniatures wargames at his games club in Lake Geneva, Wisconsin. 10.4 Wizards of the Coast Greyhawk releases.9 A new vision of the Flanaess (1991–1997).8.2 Modules released under the Greyhawk Adventures banner.7.1 Greyhawk novels continue without Gord the Rogue.6 After publication of the boxed set (1984–1985).4.4 TSR Greyhawk adventures published after the folio edition.4.1 More information about every political region.3.2 Development of history and politics.3 The World of Greyhawk folio edition (1980).2.1 Significant player characters of the home campaign.In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. Although not the first campaign developed for Dungeons & Dragons- Dave Arneson's Blackmoor campaign predated it by over a year - the world of Greyhawk closely identified with the development of the game from 1972 until 2008. Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the D&D fantasy RPG. Gary Gygax, Rob Kuntz, Jim Ward, Carl Sargent, et al For other uses see: Greyhawk (disambiguation). This article is about the role-playing game setting.
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