This remains my favorite megadungeon. It's non-linear and stronger parties can go straight to tougher areas without fighting through weak monsters or the DM coughing up magic gates.
WGR1 is also the biggest dungeon ever published by TSR or WotC. Where Undermountain is 99% empty maps for the DM to fill, Mobley and Brown invented a space-saving format for room descriptions and jammed 26 levels into 86 pages. The later Expedition to the Ruins of Greyhawk falsely claims the dungeons are too big to fit in one volume (the price 3rd Edition paid for excessive stat blocks and tactical maps).
Despite its massive size, WGR1 is a dynamic environment. The dungeons are three dimensional (unfortunately this PDF comes from the first printing that doesn't have the elevation key). There are plenty of factions and power struggles. There are links to demiplanes, Ravenloft, Spelljammer, and underdark tunnels to nearby geography. There are compelling NPC's for the DM to flesh out and hints of several large mysterious and plots without being heavy handed. There's some humor, because Zagig is mad, afterall, but it doesn't ruin the module like WG7. Like any mega dungeon, the DM will need to do some tailoring to the keep PC's coming back for months on end, but WGR1 is a complete product, ready to play with little preparation, and the seeds are all there.
It is not Gygax's original dungeon, but the authors did their research, picked the brains of TSR veterans, and made an effort to be faithful. A response to an old fan letter can be found on the internet where Mobley and Brown explain their thoughts and connections to each piece of older Castle Greyhawk lore. The only references they missed were in the Greyhawk novel line.
My only gripe are the maps, which could benefit from a grid.
|