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Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the ''Dungeons & Dragons'' fantasy roleplaying game. Although not the first campaign world developed for ''Dungeons & Dragons''—Dave Arneson's Blackmoor campaign predates it by a few months—the world of Greyhawk was the setting most closely identified with the development of the game from 1972 until 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. 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. ==Early development== 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. He sometimes replaced typical medieval weapons with magical spells, or used dragons and other fantastical monsters in place of soldiers.〔Gygax: "As the members began to get tired of medieval games, and I wasn't, I decided to add fantasy elements to the mix, such as a dragon that had a fire-breath weapon, a 'hero' that was worth four normal warriors, a wizard who could cast fireballs (the range and hit diameter of a large catapult) and lightning bolts (the range and hit area of a cannon), and so forth. I converted a plastic stegosaurus into a pretty fair dragon, as there were no models of them around in those days."〕〔Gygax: "The reception of fantasy elements in the medieval tabletop wargame was incredibly enthusiastic by about 90% of the old group. Lee Tucker dismissed it, and me. Mike Reese and Jeff Perren were not captivated by giants hurling boulders and dragons breathing fire and lightning bolts, nor did wizards with spells, heroes and superheroes with magic armor and swords prove compelling to them."〕〔Gygax: "I would use my point buys to take a superhero in magic armor, with a magic sword, backed up by a wizard with fireball spells. The superhero would assail the mass of enemy troops, and when they gathered round to attack him the wizard would drop a fireball on the lot. The superhero was very likely to come out unscathed, much to the fury of my opponents."〕 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.〔Gygax: "I wrote the Chainmail Medieval Military miniatures Rules "Man-to-Man" and "Fantasy Supplement" c. 1970, and the booklet was published in 1971."〕 Around the same time, in Minneapolis–St. Paul, another tabletop wargamer, Dave Arneson, was also developing a new type of game. Arneson had been impressed by the Napoleonic tabletop "Braunstein" campaigns of fellow wargamer David Wesely that incorporated elements of what is now called role-playing, such as using a neutral referee or judge and having conversations between the players and imaginary characters to resolve diplomatic issues. 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,〔Arneson: "See, I had this neat German plastic kit (a castle ). Oddly enough, even though it was actually a German kit, years later I learned that it was actually a model of a castle in Sicily. But when I started, I was thinking German."〕 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: "(concept of a fantasy campaign ) just grew and shortly (plastic castle ) was too small for the scale I wanted. But it was a neat kit and I didn’t want to abandon it, so the only way to go was down (the dungeons ). All this happened a few weeks before the first adventurers caught sight of it."〕 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!''〔Gygax: "Dave Arneson and I met at a Gen Con here in Lake Geneva around 1968, and with Mike Carr we authored the ''Don't Give Up the Ship'' naval miniatures rules for the ''Great Age of Sail'' around 1971-2."〕 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. Arneson's Minneapolis-St. 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.〔Arneson: "We were in correspondence with the group from Lake Geneva through the Napoleonic Campaigns at that time, so we mentioned that we were doing fantasy stuff on alternate weekends and they became very interested in it." 〕 Gygax was interested, so during a visit to Lake Geneva in 1972, Arneson demonstrated his Blackmoor dungeons to Gygax.〔Gygax: "Dave was running a man-to-man (1 figure = one person) Chainmail fantasy campaign around then, and he... came down from the Twin Cities to see us, the gaming group, in Lake Geneva in the late autumn of 1972. Arneson brought some of his campaign material with him..."〕 Gygax was immediately intrigued by the concept of individual characters exploring a dungeon setting,〔Gygax: "I was as much taken with the prototype of the D&D game as anyone..."〕 and believed that this was a game that could be marketed and sold. He and Arneson agreed to co-develop a set of rules based on ''Chainmail''. In order to provide a playtesting environment in which to develop these rules, Gygax designed his own castle, Castle Greyhawk, and prepared the first level of a dungeon that lay beneath it.〔Gygax: "Credit Dave Arneson and Dave Megary (designer of the Dungeon! boardgame) with my concentrating on subterranean settings for the D&D game. The contained adventuring environment was perfect for establishing fixed encounters before a game session, and for developing progressively more hazardous ones as the PCs grew in their capacity to manage them."〕 Two of his children, Ernie and Elise, were the first players,〔Gygax: "It was in the late fall of 1972 when I completed a map of some castle ruins, noted ways down to the dungeon level (singular), and invited my 11-year-old son Ernie and nine-year-old daughter Elise to create characters and adventure. This they did, and around 9 PM ... they had to come back from such imaginary derring-do, put their index card character sheets aside, and get ready for bed. They had had a marvelous time and wanted to keep playing." 〕 and during their first session, they fought and destroyed the first monsters of the Greyhawk dungeon; Gygax recalled them as being either giant centipedes〔Q: "What was the first ever monster killed by a PC in D&D?" Gygax: "A giant centipede, with the 1st level PCs played by my son Ernie (fighter) and daughter Elise (cleric)." 〕 or a nest of scorpions.〔Gygax: "The monsters first encountered, by son Ernie's and daughter Elise's characters, were a nest of scorpions in some rubble in the very first room of the dungeon they entered. The glint of coins was mentioned to lure the incautious hand into attack proximity, but Elise's PC used a dagger to poke around, and the scorpions were spotted. Eventually one managed to sting, but the poison saving throw was made." 〕 During the same session, Ernie and Elise also found the first treasure, a chest of 3,000 copper coins which was too heavy to carry, much to the children's chagrin.〔Gygax: "They next encountered and defeated a gang of kobolds with a chest of 3,000 copper pieces. Needless to say, they weren't pleased with the treasure." 〕〔Gygax: "Later in the long session of exploration, the two intrepid adventurers came upon the lair of several kobolds, slew two and the rest fled. They found an iron chest filled with coins...several thousand copper pieces--that was too heavy to move. A big disappointment." 〕 After his children had gone to bed, Gygax immediately began working on a second level for the dungeon.〔Gygax: "After they went upstairs I stayed in my study and went to work on a second dungeon level."〕 At the next play session, Ernie and Elise were joined by Gygax's friends: Don Kaye, Rob Kuntz, and Terry Kuntz.〔Gygax: "In a couple of days time Don Kaye (Murlynd), Rob (Robilar, Otto) and Terry (Terik) Kuntz joined the gang." 〕 About a month after his first session, Gygax created the nearby city of Greyhawk, where the players' characters could sell their treasure and find a place to rest.〔Gygax: "The castle and dungeons came about a month before the first, one-page map of the City of Greyhawk."〕 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Greyhawk」の詳細全文を読む スポンサード リンク
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