The “Known World” D&D Setting: A Secret History
Recently some old friends in Akron, Ohio, turned up a few pages of the pre-TSR homebrew Dungeons & Dragons rules created by Tom Moldvay and me in the mid-1970s. I was delighted to see them, as I thought all of our early collaborative work had been lost to history.
I first encountered Tom Moldvay in late 1973 at a meeting of the Kent State University Science Fiction Club. We hit it off right away, and quickly decided we ought to collaborate on something — we just weren’t sure what.
In early ’74 Tom came back from an SF convention with Dungeons & Dragons in its original white box edition. He DMed a session, I DMed a session, and suddenly we knew what we were going to create together: a fantasy world setting for D&D.
We had both read widely in world history and mythology, and enjoyed a lot of the same fantasy fiction; we traded Lin Carter’s Ballantine Adult Fantasy books back and forth until we’d read them all, as well as everything we could find by Howard, Lovecraft, Tolkien, Merritt, Haggard, Harold Lamb, Dunsany, Hodgson, Machen, and Zelazny.
We were both nuts about Clark Ashton Smith, Tom was a Michael Moorcock and Philip José Farmer fanatic, while I could quote chapter and verse from the works of Jack Vance and Fritz Leiber. So we knew what we wanted to create: a single world setting that would enable us to simulate the fictional realities of these, our favorite authors.
It was going to have to be a big world.