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Blackmoor Setting Differences: A Definitive Comparison?
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This is a pretty huge topic, but certainly very interesting.

Some things that are new in the DA modules (compared to the FFC and Supplement II):
  • Blackmoor is placed into the past of the Known World Setting (later Mystara) since that is the default setting for Classic D&D at this point.
  • Timeline advanced ca 30 years, focusing on the Reign of King Uther
  • The Comeback Inn itself is expanded upon and presented in detail (DA1)
  • The Temple of the Frog is revised and expanded upon, slightly changing St. Stephen's role into becoming a rebel instead of an agent of the City of the Gods.
  • City of the Gods is expanded upon.
  • Tons of new NPCs, many based on PCs from Dave's campaign.
  • Geography, history and setting expanded upon
  • New monsters, new spells, encounter tables
  • Nomads referred to as Peshwa for the first time(?) and expanded upon
  • Paymins referred to as Afridhi for the first time(?) and expanded upon
  • Skandaharians expanded upon
  • The Great Kingdom renamed The Thonian Empire and expanded upon
  • Duchy of Ten storyline changed so it is occupied by the Afridhi. References to the Ran o' Ah Foo removed
  • And lots and lots more.

Overall, I am a huge fan of the DA series and I think that this is where Blackmoor truly went from being a campaign and being turned into a setting where people outside of Dave's circle could really start their own campaigns. I also think Dave Arneson's vision shines through even not everyone is a fan of the Mystara connection (which I also love of course).

ZGG 3E line and 4E line
  • timeline advanced by another 5 years after DA series.
  • Elven culture and history expanded upon
  • Gods and cosmology greatly expanded
  • Mage Wars and history of magic added.
  • Wizards Cabal changed and other Wizard groups added.
  • New Prestige Classes, Spells, Feats, magic items
  • New information on races and subraces
  • Temple of the Frog, City of the Gods and Blackmoor dungeon revised and expanded upon
  • New organizations
  • Rules adaptations to 3E and 4E
  • Steam and Clockwork technology added
  • Peshwa culture expanded upon
  • New rules for magic and elven elementalism
  • New equipment
  • New monsters

I am also a fan of the ZGG line. As you can see it adds tons of new material and I also like the way these books are organized, making the information much more accessible than in previous entries.

I did not include the MMRPG in the 3E/4E list since that series added and expanded upon so many concepts it deserves its own list.

Anyway, I am sure I missed tons of things and this is really just intended as a rough overview. Feel free to add more though! Smile



-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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