I don't think it's right to assume that what you want is what all players want. I think players overall enjoy novelty and it was smart to branch out into different styles of game world over time. Either making Greyhawk more like other game worlds or the game world with the default assumptions is the mistake. Greyhawk had to change to fit the 3e adjusted set of assumptions. Then, over time, the game has systematically stripped out default assumptions and culture can now be more flexible. Orcs no longer need to be evil marauders, but most of them are in Greyhawk (with exceptions including a few neutral tribes and a great city). What they need to do now is say here are the specific assumptions that apply to Greyhawk to show which specific details make it Greyhawk.all I see is why greyhawk was left alone to decay, with it seems ill-adapted for what players want.
beyond the prestige of being made by the founder, what is so wondrous about it?
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