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Pictured L to R:
Gryrax, Yagrax, and Zagig Yragerne.
The pattern for setting books seem to be having content that can be ported to people's games regardless of if they choose to run the setting. Greyhawk already seems to have been stripped for parts and put into baseline D&D—most of what I knew about Greyhawk came from NPC's like Iggwilv and Vecna which got pulled from the setting and genericized in recent editions.
What sort of mechanics and player-facing options would Greyhawk offer as a hook for people who don't have exposure to it? Make it the swords and sorcery world? If the setting helped form the assumptions of baseline D&D then it seems like the justification to publishing more material is to increase the exposure of a setting most people who learned to play in the last few editions are only dimly familiar with.
The pattern for setting books seem to be having content that can be ported to people's games regardless of if they choose to run the setting. Greyhawk already seems to have been stripped for parts and put into baseline D&D—most of what I knew about Greyhawk came from NPC's like Iggwilv and Vecna which got pulled from the setting and genericized in recent editions.
What sort of mechanics and player-facing options would Greyhawk offer as a hook for people who don't have exposure to it? Make it the swords and sorcery world with more gritty rulesets? If the setting helped form the assumptions of baseline D&D then it seems like the justification to publishing more material is to increase the exposure of a setting most people who learned to play in the last few editions are only dimly familiar with.
Which I tried to, briefly, address here;Sure, the past might be a foreign country, but the most vociferous objectors are often the people with most familiarity- those that continue to run 1e or retroclones in Greyhawk.
As for;Sure, they may still be playing in that world, but it is one they traveled to decades ago, that were part of their youth, that in part shaped who they are.
Absolutely agree, I was already less concise than I wanted so I left it where I did.I don't think your explanation fully covers it.
They could open up Greyhawk on the DM Guild.
Great questions!
1. Include a Rogue's Gallery of, well, famous characters from the past; you can use the 1e Rogue's Gallery as a starting point.
2. Include a variant artifact table, with artifacts from the 1e DMG.
3. Provide mechanical options for swords & sorcery, gritty play- increase mechanical options for martial classes, more limited spellcasting. Basically a way to "fine tune" your world to more gritty and S&S by default.
4. And the updated bells & whistles (Suel Monks, Greyhawk panetheon, etc.).
I'm sorry, but it seems the demographics are no longer with you on this one.
Let us review: (WotC - Comparing EN World's Demographics to the D&D Community's)
As you noted, Greyhawk material was already waning by 1985 - that was 35 years ago. That means that Greyhawk fans are generally in the 40+ age category... which seems to be around 11% of the current D&D player base.
Greyhawk fans may be vocal, but they no longer hold dominance of gaming's economic pie. It hardly makes sense to put such resources to a project targeting them, considering how critical you note they are.
I find the parallels to Nentir Vale very interesting.
In short, to me to resistance is not about 'accuracy' or 'canon' or anything else. It's about emotional attachment to a time and place that only exists in each person's/group's heart.