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

Dude, what the heck?

I am interested in learning about the Witcher. It is a series I mean to get into, but I haven't found the books yet to read it. And, considering I haven't finished a video game in almost seven years, I don't want to go and buy a game I'm not going to finish... again.

There have been cases made about Greyhaw being grounded. Other people (not me) have said that is false. That between Iuz, Cuthbert, Vecna, Zagyg, and the enormous plethora of artifacts that Greyhawk is fairly gonzo in a lot of ways.

Yeah, Greyhawk has always leaned pretty hard on the Weird. Erol Otus artwork. Six gun toting wizards. All sorts of dimensional portals. Yeah, GH is pretty gonzo.
Darker themes? The only "dark theme" people have mentioned is that their PCs are greedy. I literally haven't seen mention of anything else, except a module about slavery.

Ah, now here we have a bit more meat to work with. The Slaver series was pretty seminal in the development of D&D. Certainly as well known as the GDQ series. In addition, you had things like Cult of the Reptile God where a naga had set itself up as a god in a small town and converted most of the town into cultists. It's a VERY dark module. Again, too, looking at the setting, there are very few beacons of good. Evil is VERY powerful in GH. We're not talking some far away land, but, the main countries of the setting are outright evil. Playing that up would be a good hook for the setting.
Look. I am fine being convinced. But I'm not going to be a bobblehead who is just going to lie to you and yes man my way into you people not dumping on me.


The idea of a world where most of the people in it are of dying races? That is interesting. The idea of a conceit where this is the setting for war and nation building, where PCs can climb to challenge the current players of "The Great Game"? That is compelling, and would open the road for a rule set people want.

Honestly? I think this is EXACTLY the direction that should be taken.

But you can't sell a setting on "I'm a mercenary who fights for gold" because Modules and Adventure Paths aren't a setting. I don't care if there are literally hundreds of modules and adventure paths for FR that are about saving the world. If I am running the setting, but not an AP, then I can do whatever I want.

Thing is, GH is based and developed mostly through the modules. You simply don't have the background material for GH that FR does.
 

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I would agree that the Slaver series (and some other early adventures) dealt with very dark themes. And that's a big problem really. I can't see toy manufacturer Hasbro wanting to associate itself with anything that dark.
 

I would agree that the Slaver series (and some other early adventures) dealt with very dark themes. And that's a big problem really. I can't see toy manufacturer Hasbro wanting to associate itself with anything that dark.

Hasbro hasn't had much to say at all about what WotC publishes. Never has. And, if you think you can't get away with dark, I'll point you to the Ghosts of Saltmarsh modules which deal with drug abuse, slavery, piracy, demon worship and a bunch of other pretty dark themes.
 

I don't know about you, but most of my students have haven't seen Dragon Ball Z. Then again, most haven't seen Star Wars either. They're much more into Marvel films and more modern anime.

Tangent:

I was just subbing for a group of 5th graders and had a surreal experience. They wanted to play a game where I name a category and they name things in that category. So, I thought I'd lob them an easy one. "Disney Villains"

The first answer I got was Black Panther. Followed by Batman. I also got Kylo Ren. But, most of them had no idea... well heck, they really didn't know the words "villains", but it was so strange to me to see Disney so.... unrecognizable.


Ah, now here we have a bit more meat to work with. The Slaver series was pretty seminal in the development of D&D. Certainly as well known as the GDQ series. In addition, you had things like Cult of the Reptile God where a naga had set itself up as a god in a small town and converted most of the town into cultists. It's a VERY dark module. Again, too, looking at the setting, there are very few beacons of good. Evil is VERY powerful in GH. We're not talking some far away land, but, the main countries of the setting are outright evil. Playing that up would be a good hook for the setting.

Would you mind expanding on that a little?

Because, "cultists worshipping a Naga" doesn't immediately ring my bells for being "VERY dark" and I'm curious what they did that made it a darker adventure.

I expect it is nothing like what I am thinking, since I tend to borrow from Horror (both body horror and cosmic horror, with a dash of personality death) when I want to go very dark, but I am curious.



Honestly? I think this is EXACTLY the direction that should be taken.

I agree. I think I said this earlier in the thread, but one thing Greyhawk seems to lack that other settings have are highly established kingdoms. The one map I have for Greyhawk came from a small atlas, and they listed dozens upon dozens of small, broken kingdoms.

Compare to FR where the City-States are massively powerful and war over land is uncommon, or Eberron where Khorvaire is defined by the Five Nations and the Dragonmarked houses, and Greyhawk seems primed and ready to be a setting where you can go and conquer your own kingdom.

Additionally, Mass Combat rules are something we want, and strive for, and this would be the perfect vehicle for them and some kingdom building rules. It seems to be a perfect thematic match.
 


Compare to FR where the City-States are massively powerful and war over land is uncommon, or Eberron where Khorvaire is defined by the Five Nations and the Dragonmarked houses, and Greyhawk seems primed and ready to be a setting where you can go and conquer your own kingdom.
With the framework that settings of the early era were directly and strongly influenced by the rules from then, this definitely was an assumption of Gygax. At 9th level fighters were now the “name level” of Lord and received followers to go out and maybe build a stronghold and start expanding, entering the realm of play of stronghold banditry (Bandit Kindgoms, Sea Princes, Wild Coast were ready for you!) or fealty to a powerful feudal lord. That kinda stuff. Not every player bothered with it was something the game tossed to the fighter when the wizard was now getting their quadratic power burst.
 

Darker themes? The only "dark theme" people have mentioned is that their PCs are greedy. I literally haven't seen mention of anything else, except a module about slavery.

There are a bunch.

Would you mind expanding on that a little?

Because, "cultists worshipping a Naga" doesn't immediately ring my bells for being "VERY dark" and I'm curious what they did that made it a darker adventure.

I expect it is nothing like what I am thinking, since I tend to borrow from Horror (both body horror and cosmic horror, with a dash of personality death) when I want to go very dark, but I am curious.

OK so from the folio and 83 campaign setting box you have lots of kingdoms, the biggest is the Great Kingdom which used to cover about a third to two-thirds of the continent as a medieval knights empire (maybe Charlemagnesque?) but it has fallen into decadence and now controls maybe 1/8th of the continent with all its former territories having splintered off and formed new kingdoms, some retaining good, some not. In the last periods the overking family has fallen hard into fiend worship/summoning and oppression.

One of the northern countries is flat out diabolist devil worshippers.

Another is the newly formed kingdom of Iuz, evil half-demon demigod of oppression who has been making moves and conquering things since his release from a magical prison.

Even the city of Greyhawk is fairly corrupt with Thieves Guild and Assassins Guilds being represented on the oligarchical council that appoints the mayor, and their leaders being higher level than the mayor.

There is the underlying ancient Mythos-esque Tharizdun as seen in WG4 Lost Temple of Tharizdun. And the Elder Elemental Eye and crazy lobster lady goddess worshipped by the completely not deep one fish men in Descent Into the Depths of the Earth.

The Greyhawk underdark is very weird dark fantasy, its where you get the slaving decadent drow, the oppressive depressing duergar, manipulative brain eating mind flayers, all of these were developed in Greyhawk before being adopted in FR and elsewhere, but particularly the drow show up strong in the Greyhawk modules.

There is the Demon Lord underlying the 1e Temple of Elemental Evil and the Tharizdun tie in the 3e Return to the Temple of Elemental Evil.

Greyhawk goes full Dark Fantasy in the 2e From the Ashes setting boxed set where the timeline is advanced with all the evil power players making moves after a huge cross-continental war. Iuz manipulates the barbarian nations into invading good ones, conquers lots of kingdoms to expand his into an empire while summoning tons of fiends as evil spellcasters, humans, and humanoids flock to his banner. The Scarlet Brotherhood assassinates a bunch of leaders and figures pushing for good and conquers in the south. Some of the good nations have fallen, more are battered from the recent events. The Great Kingdom went full crazy with the overking summoning all his regional governors and turning them into a new type of death knightish undead using Hextorian rituals, most areas seceeded and are now independent city states of horror with powerful immortal supernatural rulers. The Greyhawk named wizards Circle of Eight who maintain some power balance (Mordenkainen, Tenser, etc.) get betrayed from within with many being slain and their clones being destroyed and the traitor reveals he is more powerful than thought and forms his own evil country and power base after shattering the Circle and preventing them from lots of interference in events.

Of course it is important to realize how eclectic and broad the setting is so it is perfectly reasonable to be a LG paladin knight, or to have low magic gritty medieval peasants, and there is even a focus in a series of 2e modules on silly 0-level kids adventuring.

Different people focus on the things that stand out to them. I personally avoided the kid modules like the plague. But there is definitely plenty of darkness in Greyhawk to be drawn on.
 
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Fun post, @Snarf Zagyg . I read the first couple pages, and not the rest, so not sure where the conversation went. To address the question of how WotC should approach Greyhawk, it is a bit tricky because I think they'd need to meet two criteria:

1. First, and most importantly, make it faithful to "classic" (Gygaxian) Greyhawk.
2. Be attractive to the current demographic, at least enough to boost sales beyond the grognards that represent only about a tenth of the D&D population.

Now I think they can accomplish both quite easily. While Greyhawk may be anachronistic to current sensibilities, it could be presented in such a way that would be attractive to younger players, in the same way that people are often drawn to cultural material from older generations. For instance, I was born in the 70s and grew up on 80s music, but as I began to develop my own tastes beyond what I presented with on MTV and radio, I found myself drawn to the jazz, funk and soul much of the 70s--music either made before I was born, or when I was too young to be aware of it (or like it). Or my father, born in the 40s and growing up with 50s and 60s music, grew to love the jazz of the 30s and 40s; music of his father's generation.

Meaning, nostalgia isn't only for what we grew up with, but the "prior age" to which we became cognizant, sort of a "second hand nostalgia," like remembering something we can't actually remember, but is the soil that we grew out of. Stranger Things was created by two brothers born in 1984, and thus had no living memory of the time period that their show is set in, but for whatever reason were fascinated with that era. I do not think this phenomena is unusual, that we're often drawn to cultural forms from around the time we were born (thus my interest in 70s music).

Greyhawk is very much a product of the halcyon days of D&D, the "Golden Age" of 1974-83. I see 1983/84 as the transition to the "Silver Age" (1984-96) of late 1E, 2E, and the many settings, before the Bronze Age (1997-2007) of early WotC, 3E, and the OGL. This would be followed by the Iron or Dark Age (2008-13) of 4E and the struggles before Next/5E arose, with a New Golden Age (2014-present).

Now on one hand, following my logic from a couple paragraphs up, it would seem that the age group that would be most drawn to a Greyhawk product, are those born in the early 80s or earlier: older Millenials and Gen Xers, which according to WotC make up about 25% of the player base (age 35+)--more than Gen Xers alone, but maybe not quite enough to justify a major product.

But I think there's a second factor to consider, which relates to my calling 5E the "New Golden Age"--that interest in older cultural forms isn't only a result of nostalgia and "second hand nostalgia," but also a kind of mirroring or higher octave. 5E itself is, in many ways, a return to D&D's roots in that it hearkens closer to the D&D of the halcyon era than it does to the last two editions of WotC's making.

In other words, because 5E is, in a sense, a higher "octave" of that earlier golden age, it could be ripe for a new treatment of Greyhawk.

What would that look like? Beats me. Above all else, it must remain true to its roots--the classic Greyhawk of the halcyon era. But it probably also needs something new, if only in presentation (and production value). I think it should be marketed as "the classic setting of D&D's early years," or something like that--that this would be a selling point for old and young. I would suggest that the core of it remain true to early D&D, but that options be presented for adding in newer D&Disms (e.g. dragonborn and tieflings), perhaps as a supplement.

If I were in charge of design, I would create a mega-box set that includes something like the following:

*A 128-page World of Greyhawk Gazetteer
*A 96-page City of Greyhawk book
*A 96-page Castle Greyhawk adventure book
*A 96-page Adventures in Greyhawk book, with guidance on running a Greyhawk campaign, as well as adding in new D&Disms
*A reprint of the Darlene map in cloth
*A new map of Greyhawk (preferably by Anna B Meyer)
*A map of the City of Greyhawk
*A map of Castle Greyhawk
*A few bells and whistles (e.g. cardstock iconic NPCs)

Yes, I know: that's over 400 pages, and a bunch of other stuff. We're talking about a very expensive and big product, probably with a list price of $100 (ala Strahd Revamped), or maybe more. But I think that's the sort of product that would be needed to adequately treat the world of Greyhawk.
 

Again, this isn't about Chaosmancer. It's about pitching it to a new, potential audience.

I'm not going to address your other points, because my comment was addressed specifically to Chaosmancer's points here, no one elses. Other posters have been a lot more normal in asking questions and showing curiosity in the setting.

Trying to take my words and misconstrue them to "all new players" isn't what they were meant for, and I refuse to debate them on that merit.
 

I personally think the appeal of Greyhawk lies in its vagaries as opposed to fully fleshed out like the realms. It was designed that way for a reason: here’s a sketched out world, make it your own.

Lean into that and it will serve a purpose and be distinct from the other current 5e settings. My envisioned 5e hardback would be heavily influenced by the style of Judge’s Guild Wilderlands of high fantasy.
chapter 1) Greyhawk flavour and themes : small kingdoms vie and clash, small points of light against the wilderness. A land of opportunity if you’ve the stomach and a quick enough blade.
include a page description of each era, highlighting that it is down to the Dm to decide whether they want to base it in original/wars/from the ashes or their own timeline.

chapter 2) fitting your character into Greyhawk

chapter 3) city of Greyhawk Gazetter.

chapter 4) factions and kingdoms of Greyhawk. (Keep it light and sketchy, only a page for each entry, just enough to give a flavour of each one)

chapter 5) The Flanaess. An updated Darlene map, with the 30 mile hexes. Included are key sites where locations are and where classic modules took place. Give a one paragraph key to each hex entry with reference number that gives a flavour of what’s there.

Chapter 6) Making Oerth yours. Explain the concept of hex crawls, talk about breaking each 30 mile hex down into smaller 5 mile chunks. (As an aside, I’d prefer 24/6 mile scale for ease but alas there’s precedence). Talk about how you can populate each hex with whatever you want. Put tables in to generate location/monster/event encounters for inspiration. Hammer home the idea is the sense of adventure, claiming the wilderness, diving into caves, tombs, strange towers for loot and glory.

chapter 7) conquering Oerth. This discusses taming the wilderness, creating your stronghold and your own fiefdom, and the struggles that may occur.

To my mind, this would highlight what is special about Greyhawk and make it a distinct and useful product within the 5e library.
 

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