D&D General For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk

Warpiglet-7

Cry havoc! And let slip the pigs of war!
Again, Greyhawk feels more like a setting sprung from a medieval miniatures than S&S. Doesn’t even the Greyhawk Box Set begin with “here are the heraldic symbols of the various kingdoms”?
I can think of worse things. “Here is a setting based on a story telling game where the only rules are how you feel today!” And it’s not S&S! It’s early Renaissance and everyone in the whole realm knows everyone else and has giant covert networks that are continent spanning. If you are lucky, your PC heroes might get to participate!

I know it’s not quite that bad but we can make anything absurd if we try.
 

log in or register to remove this ad


AdmundfortGeographer

Getting lost in fantasy maps
One of the things that Gygax used to establish the class demographics he wanted (paladins are rare, bards rarer, etc.) was that he built into the classes of the early editions of the game severe prerequisites. Super high Charisma for paladins, for example, as a way to deliberately model a holy warriors of exceptional rarity.

He could have just said "Paladins are really rare" but he stumbled into using the rules to force a demographic model on the world. Later editions do not have that level of severe ability limiting. How a 5e Greyhawk wants to tackle (or ignore) class demographics of early editions/eras is an open question. But interesting discussion line!
 

Chaosmancer

Legend
You're doing the thing I was talking about, argument-wise, which is going from this place where you don't actually understand a thing, and then making really bold claims about it.

Obviously S&S isn't a setting. S&S informs the tone of a setting. And you're focusing on one aspect of S&S, just trying to boil it down, which is reductive and is stopping you from understanding, not helping you, exactly as I suggested it might a few posts back.

Right the incredibly bold claim of "I have been thinking about this idea", I am truly pushing hard and making declarative statements. Driving the envelope hard into new territory with my vague observation of an interesting pattern.

And, yes, I was talking about the one aspect of the genre that people keep point out. Since everyone is repeating it (including all the wikis I have been cramming in time to read) I figured it might be of some importance to the concept.

I won't bother asking about how it informs the tone of the setting. You won't answer anyways.



And it's not the same as noir. It's related to it, in a lot of ways - there's some significant crossover, but there's a ton of difference, not least that many S&S protagonists are powerful and self-propelled in a way noir protagonists nearly never are, and the stories are resolved in a very different way. In noir, it tends to be fundamentally "Forget it Jake, it's Chinatown", resolution-wise. Whereas in a lot of S&S it's more "Wow, that was some weird scary stuff, good thing I killed Mr Tentacles and stole his gold!". Even Elric seems pretty cheery compared to a lot of noir. Sometimes it's still "Forget about it, Elric..." but sometimes it's like "Whoa weird but that was awesome!" which is literally never the case in noir.

A lot of the stories aren't "small stakes" in the way noir consistently is, either. Noir's stakes are almost always deeply personal. In S&S, there stakes are often more about survival and profit, or simple survival, or even personal prestige (something largely absent from noir - instead that tends to focus on the inverse, being true to yourself when no-one will ever know about it). Sometimes in S&S, often partly by accident, the heroes do save the world, or end some tremendous evil.

Thinking about S&S in general, I'd say Andrzej Sapkowski hews closest to noir, which is why I felt like his stuff was almost a different, related genre, as I discussed earlier. Then you have Fritz Leiber who, in part because of his big-city setting, isn't a million miles away, but REH's Conan is a bit further away, and Elric is further still (and isn't typically mercenary, but is very much trying to survive). That's just one axis of relationship to a single genre, note, not some sort of summary of S&S.

Not sure if there is anything to really comment on here. Yes, most Noir is much grimmer and darker, an air of fighting a losing battle that you knew you never had a chance of winning. Yes, many fantasy characters tend to be active agents in their world's where Noir characters tend to be relics of the recent past.

And you kill a lot more dangerous monsters in Fantasy.

But.... none of this is about the point I was talking about, nor does it dispute the point I made. Sure, sometimes Sword and Sorcery ends up with saving the world, but most sources I've been reading make that sound like the exception. So, in general, I don't see anything in my description that is actually wrong. There is a similarity to Noir, the similiarity seems to lay about where I said. You just wanted to point out all the differences.

Of course, you will likely say that this is just me doubling down in my ignorance, but if nothing you say actually disputes what I said... then I don't really know how I am supposed to see how what I said was wrong.


Part of the problem with this conversation is that it often feels like you’re not actually listening. I’m telling you that “redemption” in a biblical sense and in the contemporary sense of antagonistic characters who become protagonistic allies aren’t really analogous. (Could you find some examples of the latter in the former? Sure, but it’s a stretch to say that this story trope has origins in the biblical texts.)

Not all redemption arcs are about becoming protagonists, but the issue is not that I disagree with you. The issue is that you are missing my point.

Sometime around the start of written language, we got the Torah. I don't know if there is a redemption story in the Torah, might be in one of the later stories. There were conversion stories though. A person who didn't believe, finding faith and following the "right path". And you definetly had those stories during the medieval period.

And that is basically following the same formatting as the redemption arc. This person was against us, now they are doing the right thing. And the term redemption originated in religious canon.

It is not a one to one, A=B they are identical.

But is a logical progression and rework of similar ideas. Just like a chair is a stool with a back. They are different, but you can see where they are connected.

And since practically every single thing written in Europe between 1000 and 1400 AD was affected by the Bible, and the works of the current masters are based on the past great works... you might see what I am trying to say.



Greyhawk is much closer to us, 0 level humans. The heroes are not superheroes. Gods do not walk on it's soil. There is good and evil there, but many things are grey. Not every struggle is a world wide conflict. Good does not alwasy win. Money is a motivator (see early iterations of D&D). It is just the opposite of the current D&D world, that is Forgotten Realms and how things are handled there. Just a side note here, the first edition FR was the same.

See, but a lot of posters have said that the Gods do walk the lands of Oerth. Oerth is actually the source of a lot of mortals turned gods, can't get much more superhero than that (and frankly, any mage above level 5 might as well be a superhero with the things they might be able to do)

And, in a lot of other settings, not every struggle is a world wide conflict. Money motivates people more than moral righteousness

But, I think your side note is the main point. FR kept going, Greyhawk didn't. Fr has so much written about it, because people kept writing. It has more earth-shaking events, because it kept getting rebooted. The bones are more similar though.
 

Hussar

Legend
But what makes FR "Heroic"? Players can do what they like, they don't have to be busy saving the world.

Now, I would argue that there are aspects of FR and Dragonlance - characters, organisations, nations - that are very strongly aligned "good" or "evil", which tends to create a conflict that makes it difficult for even the greyest PC to avoid having to choose a side.

But Greyhawk has those too. You could create a Greyhawk adventure in which the PCs are noble heroes preventing the Scarlet Brotherhood taking over the world.

You could, but, by and large, GH adventures don't. Not that there's anything wrong with the notion, just that it generally isn't something that's done in GH while it is something that's done, and done frequently, in FR. I mean, just in 5e, we've had, what, 4, 5 adventure paths, in Forgotten Realms that have dealt with stopping world ending (or at least really really bad) threats? Tiamat, an incursion of demon lords, and elemental evil making an appearance, just off the top of my head.

FR does lend itself rather well to epic fantasy.
 

pemerton

Legend
You could create a Greyhawk adventure in which the PCs are noble heroes preventing the Scarlet Brotherhood taking over the world.
You could, but, by and large, GH adventures don't. Not that there's anything wrong with the notion, just that it generally isn't something that's done in GH
I think the Slaver series has strong overtones of preventing the Scarlet Brotherhood - or, at least, its allies in and around the Pomarj - taking over the world.

Temple of Elemental Evil also has a strong flavour of stop this evil cult that wants to take over (at least part of) the world. At the end of it there is a fight with a demon lord. The fight against the Drow in the D/Q series has a similar vibe.

I'm happy to accept that ratios of heroic world-saving vs exploring a wacky dungeon might differ from eg default FR, but the idea of heroic world-saving is not foreign to GH as presented and published.
 

pemerton

Legend
To echo @Aldarc not far upthread: in saying that GH is not purely or even predominantly S&S; and in saying that it clearly supports heroic fantasy; I am not criticising it. I have done a lot of FRPGing using GH as a setting. I like its maps, its geography, the basic shape of its backstory.

As I have said upthread, and I think @Warpiglet-7 and @Hussar have made similar posts in the last couple of pages, the main difference I can see between GH and FR is that GH is presented with no assumption of strong GM-enforced metaplot. Whereas FR is largely the opposite. This is about the way the GH material addresses the reader as a RPGer, rather than about the details of fiction, genre etc.
 

Aldarc

Legend
Sometime around the start of written language, we got the Torah. I don't know if there is a redemption story in the Torah, might be in one of the later stories.
...but, nowhere close. We start getting written stories from Sumer around 2600 BCE. If one were to follow traditional conservative dating for the time of Moses, that would still put the Torah 1000 years after these earlier written stories. However, scholars date the composition of the Book of Genesis to 500, if not later, as it is probably a text from the post-exilic or 2nd Temple period. So there is a comparable chronological distance between us and the composition of Genesis as there is between the earliest written stories we have on record and Genesis.

* Deuteronomy and some of the legal/priestly codes within the Torah (core segments of Exodus, Leviticus, and Numbers) may have their roots in earlier texts, such as King Josiah's Reforms in the case of Deuteronomy, but these texts aren't stories at their core.

Probably the closest thing you get to a redemption arc in the Torah are several points of brotherly reconciliation (e.g., Jacob & Esau, Joseph and his brothers) and repentance. Possibly the closest thing to a more modern day "redemption arc" in the Bible would be the conversion of Saul/Paul. But contesting the rest of your point is not particularly worth the effort, though needless to say that I disagree with superficial comparisons.
 
Last edited:

Jonah.

Also King Nebuchadnezzar in the Book of Daniel.

The Redemption arc an older narrative form than the Bible though, you will find it in the Epic of Gilgamesh.
 
Last edited:

Hussar

Legend
I think the Slaver series has strong overtones of preventing the Scarlet Brotherhood - or, at least, its allies in and around the Pomarj - taking over the world.

Temple of Elemental Evil also has a strong flavour of stop this evil cult that wants to take over (at least part of) the world. At the end of it there is a fight with a demon lord. The fight against the Drow in the D/Q series has a similar vibe.

I'm happy to accept that ratios of heroic world-saving vs exploring a wacky dungeon might differ from eg default FR, but the idea of heroic world-saving is not foreign to GH as presented and published.

I'll admit it's been a while since I looked at the Slaver series, and even then, only the original 4 modules, but, I don't recall any connection whatsoever to the Scarlet Brotherhood. And the Slavers certainly had no intentions of conquest at all.

Temple and Queen of the Demonweb pits aside, there are a lot of GH modules that have nothing to do with saving the world. The Cult of the Reptile God, the G series, the Saltmarsh series, the S series modules, the EX series, Hidden Shrine of Tomoachan, I'm sure there are more. The presence of exceptions doesn't really change the point. GH modules and the presentation of material in GH, generally focuses on the local - thus the whole Sword and Sorcery angle as opposed to Epic fantasy. Most of the modules are pretty self contained and only affect a local area.

World saving might not be foreign, but, it is fairly rare. Some of the most iconic GH adventures are local. The S series being a prime example. Tomb of Horrors, White Plume Mountain, Tsojcanth. None of these are "save the world" adventures.
 

Remove ads

Top