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<blockquote data-quote="grodog" data-source="post: 4933406" data-attributes="member: 1613"><p>I've found large chunks of Sargent-era GH to be useful in campaigns, although I still can't get into the <em>animus</em>-takeover of the Great Kingdom (therefore, of course, I ignore it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ). </p><p></p><p></p><p></p><p>They're usually my baseline, although I've cannibalized materials from across GH eras (and other settings) for use in specific campaigns in the past. </p><p></p><p></p><p></p><p>FWIW, I prefer to use Denis Tetreault's <a href="http://www.melkot.com/locations/cogh/cogh.html" target="_blank">CoG maps</a>, with the key based on the Living Greyhawk Journal articles (issues 2, 3, and 5), and Roger Moore's 2e The Adventure Begins. Along with liberal doses of 1e Lankhmar, Chaosium's Thieves World box set detailing Sanctuary, Thieves Guild/Haven, Bard's Gate, Waterdeep, Marienburg, and Pavis. </p><p></p><p></p><p></p><p>I'm not a fan of Greyhawk Ruins, but Castle Zagyg isn't really sufficient to get started quite by itself, either. You can certainly supplement CZ with Joe Bloch's <a href="http://thegrognardslawn.blogspot.com/search/label/Castle%20of%20the%20Mad%20Archmage" target="_blank">Castle of the Mad Archmage</a>, as well as RJK's Maure Castle and Bottle City, and a variety of other sources (see <a href="http://www.greyhawkonline.com/grodog/gh_grodog_castle_zagyg_review_final.pdf" target="_blank">my CZ review</a> [warning: 15 page .pdf file] for suggestions), but I think you're definitely on the right track! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Great post, Voadam! </p><p></p><p>The three things I'll add are that </p><p></p><p>1. Roger Moore's "The Adventure Begins" book provides a solid and useful update for the City of Greyhawk, and is well-worth checking out (but, per my post above, use Maldin's maps!)</p><p></p><p>2. the Dragon Magazine Archive includes a pile of excellent updates for the setting (in the 576-77 timeframes IIRC), as well as good materials that never made it into the 1983 boxed set (like the Suel pantheon)</p><p></p><p>3. fan support for Greyhawk is huge: check out <a href="http://www.canonfire.com" target="_blank">Canonfire! World of Greyhawk on the Web</a> and the many other excellent Greyhawk sites out there for material that can help make your GH games more fun!</p><p></p><p> </p><p></p><p>I agree whole-heartedly: you can basically run any campaign and style you want in Greyhawk: the setting will support nearly any style/flavor/culture/etc. well, regardless of whether that's an Ice Age low-magic/low tech setting, a high-magic Moorcockian planar setting, a city-based heavy role-playing intrigue and diplomacy game, etc.: the setting is that flexible while allowing you to still call it a "Greyhawk game".</p></blockquote><p></p>
[QUOTE="grodog, post: 4933406, member: 1613"] I've found large chunks of Sargent-era GH to be useful in campaigns, although I still can't get into the [I]animus[/I]-takeover of the Great Kingdom (therefore, of course, I ignore it :D ). They're usually my baseline, although I've cannibalized materials from across GH eras (and other settings) for use in specific campaigns in the past. FWIW, I prefer to use Denis Tetreault's [URL="http://www.melkot.com/locations/cogh/cogh.html"]CoG maps[/URL], with the key based on the Living Greyhawk Journal articles (issues 2, 3, and 5), and Roger Moore's 2e The Adventure Begins. Along with liberal doses of 1e Lankhmar, Chaosium's Thieves World box set detailing Sanctuary, Thieves Guild/Haven, Bard's Gate, Waterdeep, Marienburg, and Pavis. I'm not a fan of Greyhawk Ruins, but Castle Zagyg isn't really sufficient to get started quite by itself, either. You can certainly supplement CZ with Joe Bloch's [URL="http://thegrognardslawn.blogspot.com/search/label/Castle%20of%20the%20Mad%20Archmage"]Castle of the Mad Archmage[/URL], as well as RJK's Maure Castle and Bottle City, and a variety of other sources (see [URL="http://www.greyhawkonline.com/grodog/gh_grodog_castle_zagyg_review_final.pdf"]my CZ review[/URL] [warning: 15 page .pdf file] for suggestions), but I think you're definitely on the right track! :D Great post, Voadam! The three things I'll add are that 1. Roger Moore's "The Adventure Begins" book provides a solid and useful update for the City of Greyhawk, and is well-worth checking out (but, per my post above, use Maldin's maps!) 2. the Dragon Magazine Archive includes a pile of excellent updates for the setting (in the 576-77 timeframes IIRC), as well as good materials that never made it into the 1983 boxed set (like the Suel pantheon) 3. fan support for Greyhawk is huge: check out [url=http://www.canonfire.com]Canonfire! World of Greyhawk on the Web[/url] and the many other excellent Greyhawk sites out there for material that can help make your GH games more fun! I agree whole-heartedly: you can basically run any campaign and style you want in Greyhawk: the setting will support nearly any style/flavor/culture/etc. well, regardless of whether that's an Ice Age low-magic/low tech setting, a high-magic Moorcockian planar setting, a city-based heavy role-playing intrigue and diplomacy game, etc.: the setting is that flexible while allowing you to still call it a "Greyhawk game". [/QUOTE]
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