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Mostrando entradas con la etiqueta Dungeons And Dragons. Mostrar todas las entradas
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sábado, 16 de agosto de 2014

Let's Play: The Temple of Elemental Evil

Aquí está la Lista de Reproducción cuyos vídeos iré publicando en el blog. ¡A disfrutar!

https://www.youtube.com/playlist?list=PLgBa4TZl4FeNOctZ9nQFY1HP8JmpPe3AX

¿Qué es "The Temple Of Elemental Evil"? (From Wikipedia)

The Temple of Elemental Evil is a 2003 role-playing video game by now-defunct Troika Games. It is a re-creation of the classic Dungeons & Dragons adventure of the same name using the 3.5 edition rules. This is the only video game to take place in the Greyhawk campaign setting and the first video game to implement the 3.5 edition rule set.[3] The game was published by Atari, who then held the interactive rights of the Dungeons & Dragons franchise.[4] The Temple of Elemental Evil was released in autumn of 2003.
The release was criticized for stability issues and other bugs.[5] The turn-based tactical combat, however, was generally thought to be implemented well, and is arguably the most faithful representation of the then-current tabletop role-playing game ("3.5e") rules in a video game. This game still has a very active fanbase, with many improvements and bugfixes added.[6]

Storyline

Thirteen years before the start of the game, Hommlet was a peaceful town. Due to low taxes and safe roads, the area became prosperous, and the village flourished. This prosperity drew the attention of evil forces, who began slowly trickling into the area. It is not known where these forces came from, but the Dyvers of Nyr Dyv and the inhabitants of the forestlands of the Wild Coast were the chief suspects. As the presence of bandits, kobolds, and goblins increased, a local militia led by Waldgraf of Ostverk was raised to defend Hommlet. This only served to check the evil forces, however.
Six miles from Hommlet, a group of hovels formed a center for the evil activity. The locals ignored this threat since it was in the marshes, and Nulb began growing. A small chapel built to an evil god grew into a stone structure as the evil forces pillaged and robbed the lands around Hommlet. For three years the Temple of Elemental Evil served as a center for the swarms of vile creatures who plagued Hommlet. As the evil grew in power, the land around the Temple suffered from pestilence, famine, and a lack of commerce.
The leaders of the Temple grew too power-hungry, and they were defeated in open combat after challenging the kingdoms of the north. The evil forces were slaughtered, and their mighty Temple was destroyed and sealed with magic and blessings. In the years that followed, Hommlet became a destination for adventurers, who brought wealth to the city and returned the area to its peaceful origins. Eventually, adventurers stopped coming, and the village went back to life as usual. A year before the start of the game, however, bandits once again began trickling into the region, and the villagers appealed to the Lord the Viscount of Verbobonc for aid. He responded by providing funds for Burne and Rufus, two well-known adventurers from the area, to build a keep just outside of Hommlet.[7]

Plot

The game begins with an opening vignette that is determined by the alignment of the party. All of these require the player to start in the town of Hommlet. After arriving in town and completing minor quests for the townsfolk, the player is directed to the moathouse, a small, fortified outpost to the east. The moathouse is home to bandits, and the player is asked to clear them out. However, in the dungeons of the moathouse, the player encounters a large force of bugbears led by an ogre named Lubash and a priest of the Temple of Elemental Evil, Lareth the Beautiful.
After defeating Lareth, the player can then go to either the Temple itself, or to Nulb, a town in the swamplands nearby. If the player goes to Nulb, many of the citizens will talk of the Temple. Spies for the Temple are living in the town, and the player can gain passage into the heart of the Temple by pretending to be interested in joining.
The Temple is divided into four factions: Earth, Air, Water, and Fire Temples. Each Temple is at war with the other three in a perpetual struggle for supremacy. The player is asked by all four to provide assistance, and can gain access to Hedrak, the leader of the Temple of Elemental Evil, by performing quests for the sub-Temples. Most of the sub-Temples require the player to kill a leader of an opposing Temple to gain access to Hedrak.
Upon meeting Hedrak, the player has two options: kill him, or accept his quest. If the player accepts the quest, which is to kill Scoorp the Hill giant, Hedrak will make the player a part of the Temple of Elemental Evil, thus ending the game. If the player kills Hedrak, the way to four nodes of elemental power will be available. Inside each of these nodes is a gem. These gems can be inserted into the Orb of Golden Death, which is hidden inside the Temple, to form a powerful artifact.
Deep inside the Temple, the player must then deal with Zuggtmoy, the Demoness Lady of fungi. The player can, based on choices made, fight Zuggtmoy, fight a weaker version of Zuggtmoy, or avoid a fight altogether. This can lead to one of three endings if the player succeeds: Zuggtmoy is banished for 66 years, Zuggtmoy is destroyed permanently, or Zuggtmoy lives on, but the player is well rewarded.

Gameplay

A radial menu is used for choosing a character's actions.
The game focuses on a party of up to five player-controlled characters. These characters can be created by the player or can be one of the pre-made characters that come with the game. All, however, must be within one step of a party alignment. Any player-made characters are created in a 13-step process; there is, however, an option to let the game deal with most aspects of character creation for the player.[8] At any time, the party can have up to three NPC followers, and all player characters can have a familiar and/or animal companion as allowed by class.
All characters have a screen that shows information pertaining to them. Five tabs—inventory, skills, feats, spells, and abilities—allow the player to manage equipment, change spell configurations, and compare character attributes. This screen also appears when the party is bartering with an NPC or looting a body, but clicking out of the inventory tab will eject the player from the interaction. Additionally, small portraits of the characters appear on the bottom of the screen, along with a small red bar showing remaining health and icons depicting any status conditions, such as level drain, blessings, or paralysis.
The characters are controlled via radial menus. After selecting a character, the player right clicks to open a circular menu. From there, hovering over wedges brings out more options, such as specific spells, actions, or inventory items. The main radial menu, which encircles a picture of the character selected, has up to six sections, the number being based on class abilities. Specific actions are color-coded based on the type of action they are.
Targeting a spell that has a circular area of effect.
Characters can use their skills throughout the game by selecting them on the radial menu. If a player wanted to pick another character's pocket, he or she would select a character with the Sleight of Hand skill, left-click on the skill from the radial menu, and left click on the victim. Dialog skills, such as Intimidate and Gather Information, appear as options in dialog with an icon denoting the skill being used. Skills are increased every level at a rate derived from the character's class and Intelligence.
The yellow circle indicates the reach of the demon's attacks.
Combat is turn-based, with characters going individually based on their initiative. Each character can make five types of actions: free, no, full-round, move, and standard. Characters can take a move action and a standard action each turn. Full-round actions count as a use of both actions. Free actions take a negligible amount of time to perform, so they count as neither actions. No actions also count for neither actions, but they require special circumstances in order to be performed. Characters can choose special attacks to perform or spells to cast, and they can also choose to attack or cast in specific ways. Defensive casting and fighting, dealing non-lethal damage, tripping an opponent, and coup de graces are examples of particular actions in combat. Characters have a set yet semi-random number of hit points based on their level, class, and Constitution score. Upon being reduced to zero hit points, a character is staggered, and a full round action will cost him or her one hit point. A creature with hit points between -1 and -9 is unconscious, and loses one hit point a round. The character has a 10% chance of stabilizing, which will stop the loss of hit points but will keep the character unconscious. Other characters can stop this loss of life through a successful heal check. If a character or creature reaches -10 hit points, it dies.

Differences with 3.5

Although most of the main rules from 3.5 edition of Dungeons and Dragons are implemented, there are several exceptions. Some of them, such as applying a bonus to AC from the Dodge feat, are simplified to streamline play. Others, such as not letting prone characters attack, are implemented to reduce the amount of required animations. The structure of the engine is also utilized, allowing encumbered characters to move at 3/4 their maximum rate, even if the resulting speed is not a whole number. Certain abilities, including Barbarian Rage, are modified to better flow with the game. A hybridization of some rules also occurred; the spell Doom is modified to reflect the first printing of the Player's Handbook, and weapon sizes are a blend of 3 and 3.5 editions.[9] The game also has two difficulty levels, Normal and Ironman, with the latter intended to more closely mimic the paper-and-pencil game.[10]

History

The Temple of Elemental Evil was intended as re-creation of the classic Dungeons & Dragons adventure of the same name. Publisher was Atari, who then held the interactive rights of the Dungeons & Dragons franchise.[4] The developer was Troika Games who should develop the game in two years, but effectively Troika finished the game after twenty month work.[11] The development started on February 1, 2002 with a development team of 14 people. The game was first announced on January 9, 2003 under the title Greyhawk: The Temple of Elemental Evil.[12] Originally designed with the Dungeons & Dragons 3.0 edition rule set in mind, this was changed in-development to the 3.5 edition rule set. For the required adaptions Atari gave Troika additional two month development time until August 1, but completion was delayed until August 30.[13] The game went gold on September 4, 2003, 19 days before it was originally intended to be shipped.[14]
As the release version of the game had many bugs,[5] Troika released successively three patches which addressed some of the problems. After the closure of the developer and the end of the official support the game community took up the patching efforts with community-made patches.[6]
The game was re-released by the digital distributor gog.com on October 13, 2010.[15]

Reception

[hide]The Temple of Elemental Evil
Aggregate scores
Aggregator Score
GameRankings 71%[16]
Metacritic 71/100[5]
Review scores
Publication Score
GameSpot 7.9/10[3]
IGN 7.5/10[17]
PC Gamer US 79%[18]
The Temple of Elemental Evil was mostly well received by critics. PC Gamer gave the game a 79%, saying "Greyhawk is a game by D&D fans and for D&D fans, and it provides all RPG fans with the opportunity to experience one of the genre’s classic adventures."[18] GameSpot echoed those sentiments; it gave the game a 7.9 out of 10, calling the game "one of the most authentic PC Dungeons & Dragons experiences of the past few years."[3] A Gamespy reviewer gave the game four out of five stars, but he made note of a lack of multiplayer options.[1] IGN gave it a 7.5, saying "ToEE isn't perfect, but it's certainly not a stinker."[17] GameZone gave an 8.4 out of 10, saying it "is a game that those who are serious about D&D-based RPGs should have in their library."[19] John Breeden II of the Washington Post complimented the game's graphics, particularly the animated scenery, and also said that "[m]onsters appear suitably gruesome".[8]
According to GameSpy, "players who persevered were rewarded with an ultimately fun and satisfying experience -- just not the mind-blowing one they had hoped for".[20]

Controversy

Upon its release, The Temple of Elemental Evil created a small stir due to the availability of the option for a male character to enter a same-sex marriage. In the town of Nulb, a pirate named Bertram begins flirting with male characters in the party and offers a lifetime of love and happiness in exchange for his freedom.[21] This relationship was noted as another example of video games "pushing the boundaries" by Guardian Unlimited.[22] Game developers and publishers generally did not object to the inclusion of a homosexual story option.[22] Criticism of the relationship came primarily from gamers who felt that gay characters should not be included in video games.[21] Industry observer Matthew D. Barton commented on the irony of so-called "geeky gamers", subject to stereotyping themselves, stereotyping gays in their opposition.[21] Producer Tom Decker defended the move, saying in an interview with RPG Vault:
I particularly felt strongly that since we had several heterosexual marriages available in Hommlet, we should include at least one homosexual encounter in the game and not to make it a stereotyped, over the top situation, but on par with the other relationships available in the game.[23]
Bertram was named #6 on GayGamer.net's Top 20 Gayest Video Game Characters.[24] Bertram was not to be the only possible gay marriage in the game; another was planned in a brothel that was later removed from the game.[23]

References

  1. Madigan, Jamie. "Greyhawk Adventures: The Temple of Elemental Evil". Gamespy. Retrieved 2007-02-19.
  2. "ATARI INTRODUCES 'GREYHAWK: THE TEMPLE OF ELEMENTAL EVIL'". Atari. 2003-01-08. Retrieved 2007-04-04. "`Greyhawk: The Temple of Elemental Evil' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat."
  3. Kasavin, Greg. "The Temple of Elemental Evil". Gamespot. Retrieved 2007-02-19.
  4. "Hasbro Reacquires Digital Gaming Rights From Infogrames For $65 Million Infogrames Granted Licenses To 10 Hasbro Franchises". Infogrames And Hasbro Announcement. Atari. 2005-06-09. Retrieved 2006-09-26.
  5. "Temple of Elemental Evil: A Classic Greyhawk Adventure, The". Metacritic. Retrieved 2007-07-11.
  6. Rose, Alan (2006-10-06). "D&D fans fix Temple of Elemental Evil". Joystiq. Retrieved 2012-12-04. "A group of dedicated Dungeons & Dragons role-playing fans have managed to accomplish something Atari and Troika failed to do three years ago -- fix most of the bugs in The Temple of Elemental Evil."
  7. Gygax, Gary; Mentzer, Frank (1987). The Temple of Elemental Evil. Lake Geneva: TSR, Inc. ISBN 0-88038-018-7.
  8. Breeden, John II (October 26, 2003). "Reviews: The Temple of Elemental Evil: A Classic Greyhawk Adventure". Washington Post.  – via HighBeam Research (subscription required)
  9. Temple of Elemental Evil manual. 2003.
  10. Shaw, Ryan (January 1, 2004). "The Temple of Elemental Evil". PCWorld (Australia). Retrieved September 6, 2012. – via HighBeam Research (subscription required)
  11. "Temple Of Elemental Evil - Developer Interview". Worthplaying. 2003-09-04. Retrieved 2012-11-28.
  12. Calvert, Justin (2003-01-09). "Greyhawk: The Temple of Elemental Evil announced". GameSpot. CBS Interactive. Retrieved 2012-11-28.
  13. Decker, Thomas R. (2003-11-25). "The Temple of Elemental Evil Wrap Report". IGN. News Corp. Retrieved 2012-11-26.
  14. Adams, David (2003-09-04). "Temple of Elemental Evil is Gold". IGN. Retrieved 2007-07-25.
  15. Temple of Elemental Evil storms GoG on RPGamer.com (October 14, 2010)
  16. "The Temple of Elemental Evil". GameRankings. Retrieved 16 December 2013.
  17. Blevins, Tal (2003-09-22). "Dungeons & Dragons: The Temple of Elemental Evil -- A Classic Greyhawk Adventure Review". IGN. Retrieved 2007-02-19.
  18. Desslock. "Greyhawk: The Temple of Elemental Evil". PC Gamer. Archived from the original on October 18, 2006. Retrieved 2007-02-19.
  19. Lafferty, Michael (2003-09-16). "The Temple of Elemental Evil Review - PC". GameZone. Retrieved 2007-02-19.
  20. Rausch, Allen (2004-08-19). "A History of D&D Video Games - Part V". GameSpy. Retrieved November 17, 2012.
  21. Matthew D. Barton. "Gay Characters in Videogames". Armchair Arcade. Retrieved 2007-02-14.
  22. Krotoski, Aleks (2005-01-19). "Homosexuality and Gaming" (Blog post). Gamesblog. Guardian Unlimited. Retrieved 2007-02-14.
  23. "The Temple of Elemental Evil Wrap Report" (Interview). RPG Vault. 2003-11-25. p. 4. Retrieved 2007-02-14.
  24. "Top 20 Gayest Video Game Characters". GayGamer.net. Retrieved 2007-02-14.

External links

sábado, 12 de julio de 2014

D&D Shadow over Mystara - Tricks


Blackmoor - Wikipedia (ING)

Fuente:

http://en.wikipedia.org/wiki/Blackmoor

Información:

Blackmoor

From Wikipedia, the free encyclopedia
This article is about the fantasy campaign setting. For the goldfish type, see Black Moor. For other uses of the term Blackmoor/Blackmore, see Blackmore (disambiguation).
Blackmoor
Blackmoor logo.png
Designer(s)Dave Arneson
Publisher(s)Tactical Studies Rules (TSR),Zeitgeist Games
Publication date1970s - present
Genre(s)Fantasy
System(s)Dungeons & Dragons, d20
Blackmoor is a fantasy role-playing game campaign setting generally associated with the game Dungeons & Dragons. It originally evolved in the early 1970s as the personal setting of Dave Arneson, the co-creator of Dungeons & Dragons, first as a setting for Arneson's miniature wargames, then as an early testing ground for what would become D&D. Blackmoor is one of the longest continuously played fantasy role-playing campaigns in existence.

Early history[edit]

Blackmoor evolved from Arneson's wargaming sessions, after he began to expand them to include ideas from The Lord of the Rings and Dark Shadows.[1] Arneson applied the Fantasy Supplement rules from the Chainmail game to dungeon exploration in Blackmoor.[1] Blackmoor was a campaign with an endless series of progression, encouraging cooperative play to succeed.[1]
The origins of the Blackmoor setting lie in the Castle & Crusade Society, a medieval-focused subgroup of the International Federation of Wargaming which was initially driven byGary Gygax. Dave Arneson was among the first to join the Society, in April 1970, and many other members of his Twin Cities gaming group would follow, including Duane Jenkins, Bill Hoyt, Ed Werncke, Mike Carr and Marshall Hoegfeldt. Within months, the leadership of the Society had decided to form a fictional "Great Kingdom," with parcels of land awarded to, and contested by, members of the organization. Arneson assumed responsibility for the far northern reaches of the Great Kingdom, and it was there that he began to stage medieval games that led up to the Blackmoor setting. An announcement in Arneson's fanzine Corner of the Table describes the first game in the campaign, one built on the model of Dave Wesely's "Braunstein" series of games:
There will be a medieval "Braustein" April 17, 1971 at the home of Dave Arneson from 1300 hrs to 2400 hrs with refreshments being available on the usual basis.... It will feature mythical creatures and a Poker game under the Troll's bridge between sunup and sundown.[2]
The next issue of Corner of the Table promised "the start of the 'Black Moors' battle reports, a series dealing with the perils of living in Medieval Europe."[2] Initially, Blackmoor functioned as an ongoing multiplayer wargame, pitting the forces of good against evil in a campaign structure largely focused on economics. The Barony of Blackmoor formed the centerpiece of the game, and the various players attached to it (the "Blackmoor Bunch") represented the forces of good. Duane Jenkins, for example, ruled the Northern Marches as Sir Jenkins, and Mike Carr played a village priest, the Bishop of Blackmoor. Early descriptions of the activities of the Blackmoor campaign circulated in a news sheet called theBlackmoor Gazette and Rumormonger.[3] Players became increasingly drawn to the innovative dungeon exploration mechanic that Arneson invented; by 1972, that had become a major focus of the game. As demand for Blackmoor increased, Arneson fielded out refereeing duties to other players in his local circle.
In the summer of 1972, Arneson famously wrote an article detailing "Facts about Black Moor" for Domesday Book #13, which brought his innovations to the attention of the rest of the Castle & Crusade Society. That fall, Arneson demonstrated the game for Gygax, and work on Dungeons & Dragons commenced. As rule development proceeded, the Blackmoor campaign continued, and began coordinating with a parallel campaign known as Greyhawk run out of Lake Geneva by Gygax and his circle.[4] After the publication ofDungeons & Dragons, the Blackmoor campaign continued, but as a number of key participants (including Arneson) left Minneapolis to work in Lake Geneva, play of the campaign grew more sporadic.

Original publication[edit]


The original Blackmoorsupplement (TSR, Inc., 1975)
The original Blackmoor product was published by Tactical Studies Rules (TSR) in 1975, as the second supplement to D&D (the first beingGreyhawk). The booklet was named for the original role-playing campaign world by Dave Arneson, who also wrote this booklet.[5] It added rules, monsters, treasure, and the first published role-playing game adventure, the "Temple of the Frog," a scenario from the Loch Gloomen section of the Blackmoor campaign.[6] Other than the "Temple of the Frog," however, Blackmoor did not include any information on the Blackmoor setting itself.

First Fantasy Campaign[edit]


First Fantasy Campaign (Judges Guild), 1977
Written by Dave Arneson and published by Judges Guild in 1977, First Fantasy Campaign added information on the actual Blackmoor campaign setting. It included baronies, citadels, history of leaders and details on the Blackmoor dungeon. It also contained additional rules for creating lairs, character interests and vocations.[7]
The First Fantasy Campaign anthologizes material produced at various stages of the Blackmoor campaign, from Scenario 3 (1972) up to the Blackmoor dungeons Arneson commonly ran at conventions in 1976. Only a relatively small amount of original material, primarily link text, was written specifically for the First Fantasy Campaign, though all maps and some connected illustrations were redrawn and relettered by the Judges Guild's Bob Bledsaw. Thus, the First Fantasy Campaign is a rich repository of pre-Dungeons & Dragons material which preserves original rules and camapaign events. For example, it contains the entirety of the "Facts about Black Moor" article from Domesday Book #13.[8] It also contains circa-1972 price lists as well as rules dating from the exile of the Blackmoor Bunch to Loch Gloomen late in 1972.

DA module series[edit]

See also: DA module series
DA Expansion Modules
CodeTitle
DA1Adventures in Blackmoor
DA2Temple of the Frog
DA3City of the Gods
DA4The Duchy of Ten
Though Arneson left TSR in the early 1980s, Blackmoor remained a part of D&D lore and was referred to in many later supplements. In a subsequent re-release of the world of Greyhawk for the Advanced Dungeons & Dragons game, an Arctic region of mysterious black ice in the northwestern area of the map was called Blackmoor. However, Arneson's Blackmoor would become integral to a different setting and rules-system, those of the Basic Dungeons & Dragons game.
For various reasons, TSR published two different versions of their flagship game line. Over the course of several supplements, the Basic Dungeons & Dragons developed its own campaign setting, referred to at first simply as the Known World and later as Mystara. When the history of Mystara was codified, it was established that Arneson's Blackmoor had existed in the world's distant past, achieved a technologically advanced civilization and then destroyed itself in a global catastrophe that shifted the planet's axis.
Though its influence was now central to at least one of TSR's published worlds, the actual setting of Blackmoor as Arneson described it had yet to be presented. This was finally remedied in the mid-1980s through the DA series of expansion modules, which carried a party of adventurers into Mystara's past to visit Blackmoor. The first of these, DA1 Adventures in Blackmoor, described in general the geography and politics of Blackmoor and the means by which the characters travel there. DA2 Temple of the Frog expanded the scenario that had appeared in the original Blackmoor supplement. DA3 City of the Gods explored the starship crashed near the Kingdom of Blackmoor, from which the setting's intentional anachronisms derived. DA4 The Duchy of Ten dealt with a horde of invading barbarians, but was the only work not derived from Dave Arneson's original campaign notes. A fifth installment, DA5 City of Blackmoor, was announced but was never written or published.
Though there were no further direct explorations of Blackmoor, later Mystara products continued to make reference to it. For instance, The Wrath of the Immortals, an epic adventure which described a massive war involving both heaven and earth, climaxes with the discovery of the preserved control room from the starship that had crashed near Blackmoor millennia ago.

d20 System[edit]

After the Basic D&D game and its Mystara setting were discontinued, Zeitgeist Games, where Arneson worked prior to his death, produced an updated d20 System version of Blackmoor, Dave Arneson's Blackmoor Campaign Setting, published by Goodman Games in 2004.[9] Goodman and Zeitgeist also produced a Blackmoor d20 adventure module,Dave Arneson's Blackmoor: The Redwood Scar (2004) and sourcebook, Dave Arneson's Blackmoor: The Wizards Cabal (2005). In 2006 Zeigteist Games started publishing new books on their own. The 2006 release calendar includes a softcover reprint (with added content) of Dave Arneson's Blackmoor Campaign Setting, a hardcover version of theDungeons of Castle Blackmoor, Player's Guide to Blackmoor, and the adventure Temple of the Frog (which had a sneak preview event at Gen Con 2007).

Dave Arneson's Blackmoor: The MMRPG[edit]

There is also an ongoing massively multiplayer role playing game campaign organized by Zeitgeist games, which is similar in form to the Living Campaigns organized by theRPGA.[10] The version of the campaign for D&D 3.5 ended in February 2009 at Megacon with a version of the campaign for D&D 4th Edition expected to launch at Gen Con 2009. The episodes for the MMRPG are available for free to play at home and at Gaming conventions such as Gen Con and Megacon.
Megacon is Blackmoor's home convention, where the new season is kicked off each year.[clarification needed]

4th Edition[edit]

In 2008 Code Monkey Publishing announced that it had reached a deal with Zeitgeist Games to be the publisher of Blackmoor in the new Wizards of the Coast 4th Edition ofDungeons & Dragons. The currently announced plans for Blackmoor in 4th Edition include a reprinting of the 3.5 Blackmoor core book using 4th edition mechanics and a series of three books set after a time jump of unknown length.[11]

References[edit]

  1. ^ Jump up to:a b c Tresca, Michael J. (2010), The Evolution of Fantasy Role-Playing Games, McFarland, pp. 61–62, ISBN 078645895X
  2. ^ Jump up to:a b Peterson, Jon (2012). Playing at the World. San Diego CA: Unreason Press. p. 65. ISBN 978-0615642048.
  3. Jump up^ Blackmoor Gazette and Rumormonger #1 at the Playing at the World blog, retrieved May 2013
  4. Jump up^ Peterson, Jon (2012). Playing at the World. San Diego CA: Unreason Press. p. 75. ISBN 978-0615642048.
  5. Jump up^ Thumbnail Analysis - Blackmoor, Don Lowry, Panzerfaust and Campaign #72 (Panzerfaust Publications, 1976)
  6. Jump up^ Review of Dungeons & Dragons Supplement II: Blackmoor, Scott Casper (2006), retrieved March 2008
  7. Jump up^ First Fantasy Campaign at acaeum.com
  8. Jump up^ Arneson, Dave (1977). First Fantasy Campaign. Decatur IL: Judges Guild. p. 25.
  9. Jump up^ 3rd Edition Publishing Announcement '6/27/04 - Blackmoor is off to the printer and on track for a Gen Con release! If you want to be one of the first to get your hands on this beauty, be sure to place your preorder now!' Goodman Games 'Past News' page, retrieved January 2010
  10. Jump up^ What is Dave Arneson's Blackmoor: The MMRPG? Dave Arneson's Blackmoor the MMRPG homepage, retrieved January 2010
  11. Jump up^ 4th Edition Publishing Announcement

External links[edit]