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Gateway to the Savage Frontier (1991) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the Commodore 64, PC and Amiga personal computers. The title was the #1 selling game in North America in August of 1991. The game's principal technical enhancement to the aging Gold Box engine was the addition of wilderness play, where the party traveled long distances on the map while following the basic D&D rules for combat with wandering monsters.

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  • Gateway to the Savage Frontier
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  • Gateway to the Savage Frontier (1991) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the Commodore 64, PC and Amiga personal computers. The title was the #1 selling game in North America in August of 1991. The game's principal technical enhancement to the aging Gold Box engine was the addition of wilderness play, where the party traveled long distances on the map while following the basic D&D rules for combat with wandering monsters.
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  • Gateway to the Savage Frontier
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  • Gateway to the Savage Frontier (1991) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the Commodore 64, PC and Amiga personal computers. The title was the #1 selling game in North America in August of 1991. When SSI began work on the Dark Sun game engine in 1989 after the completion of Secret of the Silver Blades, they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. Designers Don Daglow, Mark Buchignani, David Bunnett, Arturo Sinclair and Mark Manyen set the action for the game in an area of the Forgotten Realms that TSR had labeled The Savage Frontier, north of Waterdeep and south of Luskan along the Sword Coast. The area was far to the west of the region that hosted the action for Pool of Radiance and its sequels. One of the major locations in the Savage Frontier, Neverwinter, spun off a new chapter. Stormfront gained the support of AOL executive Steve Case to create the first-ever graphical MMORPG, and to base it on the Gold Box engine. To leverage the existing game and cross-promote the titles, Daglow based the new MMORPG in Neverwinter and named it Neverwinter Nights. The game's principal technical enhancement to the aging Gold Box engine was the addition of wilderness play, where the party traveled long distances on the map while following the basic D&D rules for combat with wandering monsters. The game also featured character-specific side-quests, with two NPCs who can open these optional missions. The side quests in turn open different endings for the game.
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