• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Is Greyhawk Relevant?

Status
Not open for further replies.
Saying Greyhawk is "not relevant" is about like trying to say that the Lord of the Rings Middle Earth isn't relevant in today's world of Harry Potter, Eragon and the like.

It simply isn't true.
Maybe you could help us all by explaining exactly how it is relevant, then. I see it as an out of print setting that hasn't seen any significant new treatment in years, and is played by a steadily shrinking, small subset of gamers.

That's iconic irrelevant, right there. And I don't mean that to be a confrontational post; I could be convinced otherwise, maybe. I just don't think there's a lot of value in a response that's basically, "Nuh-UH! It is relevant." Well, then, how so? In what ways?
 

log in or register to remove this ad

For one thing, having those multiple similar nations adds a subtle layer of realism to the setting. To a North American like me, the nations of places like the Middle East, Africa and South America all seem fundamentally the same, but as anyone who actually lives in those continents will tell you, every country has its own distinct traits and variations, howevermuch they might be similar in other ways.
Yep, like one of then being an actual democracy, and another one only pretending to be a democracy on TV. Both look pretty similar to a disinterested outsider, but the motivations of the two nations are very different, and their reactions to world-shaking events will reflect this.

Having so many of these different nations around allows DMs to engineer conflicts between them, or to play up shades of grey-is Keoland a benevolent overlord to ungrateful surrounding territories, or does it unfairly use its military and diplomatic power to bully its neighbours? Can Urnst and Nyrond honestly get along with one another, or are they constantly seeking to undermine each other due to a history of mutual repression and recrimination? What happens when the nations of the Iron League are at loggerheads over matters of trade-how do Idee and Onnwal maintain their alliance when they're competing for favorable trade and military alliances with Greyhawk and Keoland?
This is the kind of thing that I regularly steal for all sorts of games, from D&D to Shadowrun: balkanization makes for interesting political situations, and the fact that different kinds of external stimuli can make a nation treat its neighbors as friends or enemies.

Cheers, -- N
 

eh

... only that it was the first true D&D setting, and it really hasn't been outdated, its as viable now as any setting is always viable. Settings need some system to play, not necessarily the original. A setting is a place with some its own rules, but the system to run can be anything really - 1e to 4e, PF, to WHRPG, Runequest, whatever your flavor.

GP
 

I was always under the impression that a given CR meant that a monster of that CR was an adequate challenge for a party of that level...? I'm more than a little rusty on my 3rd Edition knowledge though.

I'm aware that you can use multiple monsters to increase the CR, but, in my experiences, that works at a more shallow range of levels than the 4E system. To use an extreme absurd example, no amount of CR 1 creatures can even remotely hope to challenge even a single level 1 PC. (Yes, I know this is true of 4E too, but it's been a while since I've played 3E, so I'm fuzzy on the CRs of specific creatures at this point.) It might not always be a whole party against one creature, but -in my experiences- 4E tends to be friendlier to the concept of having a lot of elements involved in a combat.

I don't want to derail the thread, but I feel strongly enough about this issue to want to briefly address it. (Besides, it's somewhat relevant to a point I make below.)

I'm also under the impression that 3.x assumed you'd typically (not exclusively) fight one monster at a time. However, in my years of playing 3e (and then Pathfinder), I have only very rarely ever played this way. You're correct that having lots of lower CR creatures isn't much of a challenge. But I also don't buy the idea that each encounter should be tailored to the PCs' power level - monsters shouldn't only exist to fight PCs. Plenty of encounters should be easily dealt with (especially as they advance in level - powerful characters should have an easier time with combat), and some should be really hard - i.e., a number of monsters at or just below the CR of the party's level. Sometimes the PCs need to rely on good tactics. Sometimes the best tactic is to run away.

CR was a great innovation, but it should be taken as at best a loose guideline, not a rule, of encounter design.

If I was doing Greyhawk first thing I'd do is cut the number of nations by about two thirds. There's way too much repetition, the place is far too balkanized.

Nyrond and Furyondy even sound similar, pick one. One type of barbarian will do, frost, ice and snow is two too many. One Arab nation, not three. Don't need both Rel Astra and Greyhawk, so the former has to go. Get rid of all the little crap around Keoland. Sea Barons or Sea Princes, pick one. Etc.

Keep the good stuff only, such as the Free City of Greyhawk, Iuz, Great Kingdom, Scarlet Brotherhood, Theocracy of the Pale, one of the good guy nations, etc.

I vehemently, but respectfully, disagree. I can appreciate why people may want things this way, and that's fine. But the many nations is precisely one of the things I love about GH. Others have explained why so many nations adds something, so I won't go into that here.

Despite the crashed spaceship, quasi-gods with six-shooters, portals to Alice in Wonderland, the usual D&D zoo of about five thousand different monsters and eighty different varieties of evil humanoid, Greyhawk does feel a bit more historical compared to Forgotten Realms.

It's hilarious when you put it that way, but it's true.

Relevance to the modern gamer I will take to mean, "Is Greyhawk a good fit for 3e or 4e D&D?" 3e by default is a high magic world, magic items can be bought and sold. 4e says nothing about the world, it only describes the PCs' interactions with it. PCs can buy magic in 4e but this is not necessarily true of the rest of the world. I think the PCs can have plenty of magic without it not being Greyhawk, because the PCs' adventures in Greyhawk have always been more magical than the general setting.

If the PCs had as little magic as the rest of the world that would be at odds with the published texts, particularly the adventures. Nonetheless this could be easily achieved in 4e by making magic item bonuses inherent (a 'hero bonus' or somesuch) and restricting the PCs to martial classes only. One could also stay on Heroic tier. It's trickier to do this in 3e, but possible. One could go the E6 route.

As I recall reading, the PCs in Gygax's campaign had lots of magic items. In part, this was because he wanted to test things out before publishing them. But you're right, it would not lessen the feel of Greyhawk. There's a difference between the PCs having lots of access to magic and the campaign having lots of magic everywhere. The PCs, after all, are supposed to be extraordinary, moreso in Greyhawk than in the Forgotten Realms. (I don't take this as a dig at the Realms, it's just a different style.)

In any case, I don't think low magic among the PCs would be terribly incompatible with 3e. You only need those high levels of magic (with the ability to buy and sell magic items like other commodities) if you want to strictly follow the CR guidelines. I've never felt beholden to CR (see my comments on this at the beginning of this post). If my PCs don't follow the same power levels assumed by the core rules, I'll make my own judgment about what challenges would be appropriate for them. After all, I had played AD&D for years without CRs, and it worked just fine.

One the one hand, I think almost any ruleset could work with Greyhawk, largely because Greyhawk accommodates many play styles (dungeoncrawls, city-based games, war-based campaigns, etc - I think it was grodog who made this point quite well). Whatever your favoured ruleset does well, there's probably room for that in Greyhawk. Personally, I like using Castles & Crusades if I'm just using the old folio and/or boxed set, and Pathfinder if I'm using the Living Greyhawk Gazetteer.
 
Last edited:

Maybe you could help us all by explaining exactly how it is relevant, then. I see it as an out of print setting that hasn't seen any significant new treatment in years, and is played by a steadily shrinking, small subset of gamers.

That's iconic irrelevant, right there. And I don't mean that to be a confrontational post; I could be convinced otherwise, maybe. I just don't think there's a lot of value in a response that's basically, "Nuh-UH! It is relevant." Well, then, how so? In what ways?

I don't know what Stormonu has in mind, but the fact that it isn't played much does not mean it's irrelevant. Something could be relevant if it has something to offer us, even if no one recognized that relevance.

Having said that, it is still worth asking why (or whether) something is relevant, so this is not a challenge to your question.
 

This my upset some fans, but no to me it has never been relevant. I got into D&D in 91 and by then the shop never even carried Greyhawk. There were many other more interesting worlds to me. I have never had any desire to play in or run Greyhawk. I have never been complained to read much about it or it's gods.

To me the world is bland and boring with not a single thing that makes me want to find out more. I find the peoples, history , gods and nations all bland and boring for the most part. I know folks like it and all but to me it's not my kind of setting and totally Irrelevant for me as a gamer.
 

This my upset some fans, but no to me it has never been relevant. I got into D&D in 91 and by then the shop never even carried Greyhawk. There were many other more interesting worlds to me. I have never had any desire to play in or run Greyhawk. I have never been complained to read much about it or it's gods.

To me the world is bland and boring with not a single thing that makes me want to find out more. I find the peoples, history , gods and nations all bland and boring for the most part. I know folks like it and all but to me it's not my kind of setting and totally Irrelevant for me as a gamer.

Out of curiosity, if you've never read much about Greyhawk, how do you know that it's "bland and boring"? There's no reason you have to learn about it if you don't want to, but your judgment seems to go beyond this.
 

I don't know what Stormonu has in mind, but the fact that it isn't played much does not mean it's irrelevant. Something could be relevant if it has something to offer us, even if no one recognized that relevance.
Well, that seems like kinda special pleading.

Although I think maybe... and that's kinda a big maybe... a case could be made for Greyhawk's relevance based on its legacy. The designers of the Golarion setting, for example, are huge Greyhawk fans, and I think that shows through in a lot of Golarion material. And, of course, Greyhawk contributed a lot of stuff that is now just "generic D&D" back in the day.

I wouldn't bother making that case, but I think maybe one could be made there.
 

Is Greyhawk Relevant?



I think that despite limited official support, the two RPGA DM rewards (Hommlet and Tomb of Horrors), seemingly thousands of fans use Greyhawk in whole or in part, as is or homebrew-adjusted, year after year, and that guarantees its continued relevance. Can WotC make a buck off of it? That's a whole different question with its own related and marginally related problems.
 

One the one hand, I think almost any ruleset could work with Greyhawk, largely because Greyhawk accommodates many play styles (dungeoncrawls, city-based games, war-based campaigns, etc - I think it was grodog who made this point quite well). Whatever your favoured ruleset does well, there's probably room for that in Greyhawk. Personally, I like using Castles & Crusades if I'm just using the old folio and/or boxed set, and Pathfinder if I'm using the Living Greyhawk Gazetteer.


This is exactly why I feel Greyhawk would not feel the same in 4E. When I said that Greyhawk was 'generic' earlier in my posts, I didn't mean that as saying the tropes were generic; I meant that as meaning the setting is written in such a way to intentionally give some amount of ambiguity about what is over that next hill. There is plenty of detail from which to play a campaign, but there is enough room left open to allow -as I've already said- to allow an individual table to make Greyhawk into the experience they want it to be and enough freedom to allow a group of players to play the fantasy they want to play. 4E is a good game, but I think it makes too many assumptions about how people will be playing the game, and, while it is perfectly possible to convert Greyhawk into 4E, I feel that the mechanics of 4E would change the feel of Greyhawk.

With the setting having that freedom and some level of being generic, I would like to see Greyhawk recreated with a rules system which better supports a broader array of playstyles and character types. I think a generic/universal system which can better mechanically match and keep pace with the freedom of fantasy choice provided by the Greyhawk fluff would make for the best experience. Building a castle and/or engaging in the politics of the land should be just as viable as options as dungeon delving.
 

Status
Not open for further replies.

Into the Woods

Remove ads

Top