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Greyhawk Elevator Pitch?
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<blockquote data-quote="DMZ2112" data-source="post: 7604733" data-attributes="member: 78752"><p><strong><em>Greyhawk: Gygax's history, your future.</em></strong></p><p><strong><em></em></strong></p><p>It's tough to sum up what makes Greyhawk great in a sound bite. It is prototypical and it is not for everyone. It's flat out a different animal to most other fantasy settings, which generally follow the Forgotten Realms model, because people and events are inherently more interesting than political borders and weather patterns. So the obvious but unhelpful answer to the question, "What makes Greyhawk <em>exciting</em>?" is, "nothing," at least, not in that context, and I think a lot of folks stop looking, at that point. Maybe they should. But for me, what makes Greyhawk exciting is the freedom to make it my own while still having a lot of the critical information players need to engage the setting available immediately.</p><p></p><p>The hardest thing about homebrew is getting everyone at the table on the same page regarding your insane houserule bulls**t, and with Greyhawk you're pretty much free to run the D&D campaign you want, while still being able to point your players at a surfeit of excellent character generation and setting information they can use to put down stakes and feel grounded. It's like running a game on Earth if Earth had responsive gods, magic, and dragons and no one knew what happened after about 1300 AD.</p><p></p><p>Greyhawk is regarded as "low magic," but that's really not what sets it apart. What sets it apart is that it is "low story."</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 7604733, member: 78752"] [B][I]Greyhawk: Gygax's history, your future. [/I][/B] It's tough to sum up what makes Greyhawk great in a sound bite. It is prototypical and it is not for everyone. It's flat out a different animal to most other fantasy settings, which generally follow the Forgotten Realms model, because people and events are inherently more interesting than political borders and weather patterns. So the obvious but unhelpful answer to the question, "What makes Greyhawk [I]exciting[/I]?" is, "nothing," at least, not in that context, and I think a lot of folks stop looking, at that point. Maybe they should. But for me, what makes Greyhawk exciting is the freedom to make it my own while still having a lot of the critical information players need to engage the setting available immediately. The hardest thing about homebrew is getting everyone at the table on the same page regarding your insane houserule bulls**t, and with Greyhawk you're pretty much free to run the D&D campaign you want, while still being able to point your players at a surfeit of excellent character generation and setting information they can use to put down stakes and feel grounded. It's like running a game on Earth if Earth had responsive gods, magic, and dragons and no one knew what happened after about 1300 AD. Greyhawk is regarded as "low magic," but that's really not what sets it apart. What sets it apart is that it is "low story." [/QUOTE]
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