Paul Farquhar
Legend
This is more to do with them being 1st edition modules, rather than Greyhawk modules. Many of them are only "Greyhawk" because Greyhawk was the default setting for all 1st edition modules. With the exception of Gygax's world-saving Against the Giants - Vault of the Drow arc, most 1st edition stuff was more S&S than HF. It was the addition of the Hickmans to the staff in the 1980s that took D&D more HF than S&S. It's really more that the changing tone of adventure modules was driving the settings (especially Dragonlance) rather than the setting determining the tone of the adventure.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.
Settings reflect the people creating them. And people reflect the times they grew up in.
Last edited: