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Sigh. You won’t see this on account of the block, but I think you’d find this interesting. Or perhaps it’s what inspired you.
The Original D&D setting is weirder than one might expect. Dinosaurs and cavemen, Martians, random encounters with 40d10 goblins. Characters who reached the lofty heights of 7th or 8th level were expected to draw an income from their peasants as they founded settlements in the wilderness. They could encounter non-player settlements following similar rules, down to the expected number of gryphon-riding aerial knights looking for a joust.
There’s an old stereotype of “linear fighters and quadratic wizards.” In 3.5, becoming a high-level fighter gave you more health and better attacks. Meanwhile, wizards grew to break the rules over their scrawny knees. To compensate, the early game was much more forgiving for a fighter. This does stem from old D&D, where a 1st-level wizard would spend most of his time shanking sleeping goblins, if he was lucky. What’s less often mentioned is that old-school fighters enjoyed better magic items, strongholds, and acquisition of followers. Yes, that wizard could do a pretty good impression of a siege engine. But you could bring a regiment of spearmen from your personal castle.
Besides, not every character was suited for wizardry. In modern D&D, it’s common to choose the spread of your attributes. But in the older rules, you were probably rolling 3d6 in order. Little Timmy’s frail constitution meant he probably shouldn’t become a fighter, and didn’t have a chance of representing the Church as a paladin. Class selection was (in theory) not about maximizing your combat, but about modeling how different people would fare at different jobs. It’s a simulationist approach which is largely absent from the modern game.
I would love to play a hexcrawl in this weird, foreboding world.
There's always GURPS. Third Edition Basic Set:
(This rule technically is missing from the Fourth Edition Basic Set, but it obviously works just as well in Fourth Edition.)
GURPS Dungeon Fantasy 16: Wilderness Adventures can be used for hexcrawls. GURPS Boardroom and Curia has rules for creating an organization, such as a troop of bandits seeking to set you up as a new baron. GURPS Low-Tech Companions 2 and 3 have (rough) rules for building fortifications. GURPS Low-Tech Companion 3 and articles in Pyramid vol. 3 issues 33 and 52 have (rough) rules for handling the economics of farming. GURPS Mass Combat has rules for large-scale war. Et cetera.
GURPS has spawned many impressive spin-offs like the incredibly breathtaking Malazan Book of the Fallen epic fantasy series.
Holy shit. I had no idea. I figured he just really liked Black Company.
I mean Erikson has said The Black Company was an inspiration for him as well in his writings, of course. But the world itself is way beyond that series in terms of scope. We owe all that to GURPS.
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