I mean, it obviously is what WotC cares about. What else would you expect them to do?None of that sounds great for anything except WotC's pocketbook. Of course, that's clearly the important thing.
I mean, it obviously is what WotC cares about. What else would you expect them to do?None of that sounds great for anything except WotC's pocketbook. Of course, that's clearly the important thing.
My experience with Greyhawk Adventures is completely different from this. It has monster, spell, and magic-item lists that are fairly standard fare in D&D books (though some of the magic item entries also have GH world lore in them).Because the book, instead of focusing on Greyhawk proper, tried in a bit more than a hundred pages, to give an overview of parts of Oerth that were completely irrelevant?
My experience with Greyhawk Adventures is completely different from this. It has monster, spell, and magic-item lists that are fairly standard fare in D&D books (though some of the magic item entries also have GH world lore in them).
More importantly as a campaign supplement, though, it has NPC entries for key personalities from the City of GH and the Valley of the Mage; it has info on the deities of GH (and for me, who owned this book before I owned the boxed set, this was the first place I learned about some of them - the Gazetteer, which I did own at that point, does not have deities info); and it as info on places of info like The Seat of Dust, Tovag Baragu, and the Pinnacles of Azor'alq that I mentioned before. None of these is apocrypha - they're core setting stuff.
Other "geographic" info is about the Pits of Azak-Zil (in the Abor-Alz), Skrellingshald (in the Griff Mts), the Sinking Isle (near the Sea Barons), the Twisted Forest (in the Drachensgrabs), the Burning Cliffs and the Rainbow Vale (in the far north), the Geysers of Death (in the Barrier Peaks), Esmerin (in the Lortmils) and Turucambi (off the coast of Hepmonaland). This is all similar to the material found in Adventures on the World of Greyhawk in the Glossography in the boxed set (especially the Lost Passage of the Suloise and the Jungle of Lost Ships).
Your description makes me think that you are talking about a different book altogether, though I'm not sure which one.
Wilderness Survival Guide was a bit weak!Yes well, @pemerton, let’s be honest, have you met an ADND book you didn’t think was great?
Some nod to creativity and not just profit would be nice.I mean, it obviously is what WotC cares about. What else would you expect them to do?
But that's the thing: to a certain point, they go hand in hand. A rote, by-the-numbers, straightforward dungeon crawl won't sell as well past initial purchases because the customer base knows it. An interesting background? Memorable villain? Great locations? People talk about those adventures years afterward!Some nod to creativity and not just profit would be nice.
The "corporations should be able to only care about money!" argument just isn't interesting to discuss.I mean, it obviously is what WotC cares about. What else would you expect them to do?
The "corporations should be able to only care about money!" argument just isn't interesting to discuss.
However, its close friend "we're better off with a corporate overlord that only panders to the majority and never takes any chances" is much more interesting to scrutiny.
Myself, I'm inclined to instead go with the argument "our hobby would benefit greatly from a more creatively daring overlord!"
A good number of their books already do this.Some nod to creativity and not just profit would be nice.