Najo said:
I am thinking about these questions as I write this and would like to add a couple of points.
* I think that the outside impression for revitalizing Greyhawk is really important. That cover of the campaign setting should just hit you in the face. The logo for the Greyhawk brand should be redone too.
Absolutely. You need to have the TPTB sit down with a small group of very hot artists and come up with the new Greyhawk "style" (fashion, city design, important NPCs, unique mosnters, marketable locales) distinct from the other settings (which is absolutely key), that others brought in would have to follow.
Take a page from the FR marketing guide and pimp/whore out the most marketable elements of game with splashy covers, books, adventures.
The Grey Lords - Of the group, these three stand apart as the most marketable:
Mordenkainen, The Cat Lord & Kelanen.
Though I'm probably more a fan of the male Cat Lord, from a
marketing perspective I might go with the uber-hot female one (from Planescape) to the give the group some balance.
The Demi-urge works best as a shadowy figure in the background.
Greyhawk's Faces of Evil: Iggwilv, Saint Kargoth & Kas are your most marketable over-arching villains. IMO, make these highly recognizable figures insanely cool (visually, accomplishments and the lands they occupy) and you're well on your way.
Some cover ideas...
- A regal Iggwilv in a grand, shadowy chamber wryly smiling in the presence of the magically bound & tortured souls of many recognizable good beings from angels, dragons to lost members of the Circle of Eight from which she draws her godlike power. Perhaps include daughter Drelnza in the frame as well as a kneeling Iuz.
- Saint Kargoth and his Death Knights (each unique, but not as impressive as he) leading an army into battle. And in the forefront, Kargoth hewing his way through with famous sword Gorgorin the Shatterer, his armor composed of demons writing in bas relief. Keep the perspective slightly looking up to give Kargoth that more imposing feel.
- Kas proudly standing the ruins of his latest victory, the Citadel Cavitus hovering in a storm-filled sky behind him, laying seige to a city, undead everywhere...
- A group of clearly epic-level adventurers scattered in the broken foreground diving, charging, blasting away with powerful magic against a wounded, rampaging Taunin with a house-sized piece of stone raised high overhead poised to smash down on the lead fighter. Perhaps with a exaggerated, overhead perspective on the battle to emphasize the size of these things.
The perception right now is that Greyhawk is too vanilla a setting, and it's true - it needs key selling points to draw new players to the setting - that instant "wow" factor that gets them to take a closer look.
And really, that starts from the top. The "power players" are what's going to sell the setting, they are the ones that get talked about and get that hook into you to look more closely. Greyhawk has the advantage of having some of the best - they just need to be leveraged properly.
* I think that Greyhawk should be given locations with themes and immediate recognition as starting points in the campaign. One of its problems (and strengths) is that Greyhawk is even less accessible to new players and gms because of its open-endiness.
There are seeds of coolness scattered throughout the setting, but sometimes you have to look too hard to find them. It's almost always rested it's greatness on Greyhawk City itself (as the key locale), and IMO having a "key" city in the campaign is good thing, but when everything else is awash in a kind of blah (from an outsiders perspective)...
Yes, they need to zero in on key areas throughout the Flanaess and spice the hell out them. The nations also need to have a clear and interesting "mission statement" (but that's a much larger topic for another post).
* I think that Greyhawk's selling point might be Gritty D&D Fantasy. It needs that edge. Not so much dark fantasy, but the world where heroes die, evil threatens it and it doesn't always work out for the best, some sword and sorcery type elements, anti-heroes (alongside true heroes) and the feeling that heroes have to struggle against evil to save the day, more so than other D&D settings. Greyhawk could be that Warhammer type setting for D&D and I am starting to think that is the direction Greyhawk could go and make it work for it.
I think that it's key that while much of the world is in turmoil, there are still havens where adventurers can put their feet up. Mitrik (perhaps renamed) in Veluna could be Oerth's "Rome", the beacon of light in the world. Greyhawk still plays the neutral role, the rebuilt and vastly improved Fortress Admunfort (with a signature appearance to magical augmentation) is the Bastion of the Shield Lands against the forces of Iggwilv...