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"Cool setting, bro. But what's the hook for the PCs?"
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<blockquote data-quote="Haffrung" data-source="post: 8136686" data-attributes="member: 6776259"><p>As much as the original Greyhawk folio and its poster map were totemic to my early days of D&D, it was pretty much useless as a campaign setting. If a campaign is supposed to aid the DM in defining and running his world, Greyhawk is at far too large of a scale for be useful in that respect.</p><p></p><p>Let's say I want to start a campaign in, say, Keoland. The folio entry tells me how many soldiers of various sorts the king of Keoland can raise, some of the goods it trades, and a bit about the demographic makeup of the place. How does that help me actually write an adventure? I still need to create a town or two, the nearby ruins, the dungeons, and come up with all of the factions and threats. The geography is barely sketched out, and the scale of 30 miles per hex means I'll likely play the first 10-15 or so sessions of the campaign in a single hex. As a setting, Greyhawk is far better suited to a nation vs nation wargame than boots-on-the-ground RPG adventures.</p><p></p><p>I just don't get the practical benefit of campaigns created at such a scale. If the DM still has to do 98 per cent of the work when creating adventures, why not just go the whole distance and make up the campaign from scratch? The only real value of Greyhawk for me was the classic map.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 8136686, member: 6776259"] As much as the original Greyhawk folio and its poster map were totemic to my early days of D&D, it was pretty much useless as a campaign setting. If a campaign is supposed to aid the DM in defining and running his world, Greyhawk is at far too large of a scale for be useful in that respect. Let's say I want to start a campaign in, say, Keoland. The folio entry tells me how many soldiers of various sorts the king of Keoland can raise, some of the goods it trades, and a bit about the demographic makeup of the place. How does that help me actually write an adventure? I still need to create a town or two, the nearby ruins, the dungeons, and come up with all of the factions and threats. The geography is barely sketched out, and the scale of 30 miles per hex means I'll likely play the first 10-15 or so sessions of the campaign in a single hex. As a setting, Greyhawk is far better suited to a nation vs nation wargame than boots-on-the-ground RPG adventures. I just don't get the practical benefit of campaigns created at such a scale. If the DM still has to do 98 per cent of the work when creating adventures, why not just go the whole distance and make up the campaign from scratch? The only real value of Greyhawk for me was the classic map. [/QUOTE]
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"Cool setting, bro. But what's the hook for the PCs?"
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