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For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk
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<blockquote data-quote="Azzy" data-source="post: 8089405" data-attributes="member: 6563"><p>That's an intersting way to break things down. The adventuring party really isn't different than the setting, though. There are adventurers other than the PCs and they can have all the same bits and bobs that the PCs have. There's nothing inherent about PCs that make them different or special (in contrast with Ravenloft where the PCs are either not native or are otherwise in strong contrast to the everyday person, or in Dragonlance's WotL time period where PCs could be clerics where they were entirely absent from the regular populace).</p><p></p><p></p><p></p><p>No, Greyhawk is definitely (and strongly) influenced by S&S, but it takes inspiration from many other sources as well. So, painting it as a S&S setting is misleading at best (though it's possible to lean into that aspect for a 5e product).</p><p></p><p></p><p></p><p>Magic, on the other hand, is a neutral force. It can be used for good, or it can be used for evil.</p><p></p><p>The thing is, though, D&D PC adventurers have "magic", not sorcery. That's perhaps a subtle difference, but I think it's hugely important, and is ultimately the source of the disconnect. The way the PCs interact with magic is very different from the way the rest of the setting interacts with magic, and there is no explicit explanation as to why. It's all a matter of tone, and what looks like arbitrary writer's fiat.</p></blockquote><p></p><p>Again, no. Greyhawk definitely has "Magic", not "Sorcery" (in the context you're using it). In Greyhawk, magic/mystical power is entirely neutal and can be a tool for either good or evil (or militant neutrality, as is sometimes the case in GH). There are universeries for magic study, and magic isn't something that is inherently frightening to the average commoner. Greyhawk really is just a (well, THE) stereotypical D&D setting at its most essential, and that's what it was intended as.</p><p>[/QUOTE]</p>
[QUOTE="Azzy, post: 8089405, member: 6563"] That's an intersting way to break things down. The adventuring party really isn't different than the setting, though. There are adventurers other than the PCs and they can have all the same bits and bobs that the PCs have. There's nothing inherent about PCs that make them different or special (in contrast with Ravenloft where the PCs are either not native or are otherwise in strong contrast to the everyday person, or in Dragonlance's WotL time period where PCs could be clerics where they were entirely absent from the regular populace). No, Greyhawk is definitely (and strongly) influenced by S&S, but it takes inspiration from many other sources as well. So, painting it as a S&S setting is misleading at best (though it's possible to lean into that aspect for a 5e product). Magic, on the other hand, is a neutral force. It can be used for good, or it can be used for evil. The thing is, though, D&D PC adventurers have "magic", not sorcery. That's perhaps a subtle difference, but I think it's hugely important, and is ultimately the source of the disconnect. The way the PCs interact with magic is very different from the way the rest of the setting interacts with magic, and there is no explicit explanation as to why. It's all a matter of tone, and what looks like arbitrary writer's fiat. [/QUOTE] Again, no. Greyhawk definitely has "Magic", not "Sorcery" (in the context you're using it). In Greyhawk, magic/mystical power is entirely neutal and can be a tool for either good or evil (or militant neutrality, as is sometimes the case in GH). There are universeries for magic study, and magic isn't something that is inherently frightening to the average commoner. Greyhawk really is just a (well, THE) stereotypical D&D setting at its most essential, and that's what it was intended as. [/QUOTE]
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