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Do you want Greyhawk updated to 5e?
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<blockquote data-quote="Remathilis" data-source="post: 7569954" data-attributes="member: 7635"><p>I'm going to vote... meh?</p><p></p><p>Imagine I'm a new DM, inspired by Critical Role or some other steaming game, and I'm looking for a setting to run my game in. I look through each of the published D&D settings so far...</p><p></p><p>Forgotten Realms is pretty much the bog standard, kitchen sink, anything goes setting the game defaults to. Eberron is magi-tech with a pulpy-explorer vibe to it. Dragonlance is epic fantasy with history lots non-standard elements. Ravenloft is horror in the vein of Hammer or Universal Monsters. Dark Sun is true Sword-and-Sandals pulp ala Conan. Ravnica is politics and intrigue in an impossible city full of nontraditional elements pulled from MTG. </p><p></p><p>Greyhawk is... </p><p></p><p>Old? Being the first D&D setting isn't much of a selling point on its own. Classic? Yeah, its the home many classic modules but those modules don't define the setting itself in any meaningful way. Its not like the Temple of Elemental Evil or Tomb of Horrors NEEDS Greyhawk to function, they worked just fine retrofitted to countless DM homebrews and settings. Shades-of-gray? That's more of a playstyle than a setting. Certainly, the 3e era Greyhawk seems a tad more black and white in its morality, so being a setting of morally gray heroes and villains doesn't again feel like much to hang on. Sword and sorcery? I hear this tossed around a lot, but there seems to be little in the various rules iterations that support that; PCs can be heroic wizards or virtuous paladins without the setting so much as batting an eye at them. Grim and gritty? That's more a reflection of its roots in AD&D than a defining element of the setting. </p><p></p><p>Therein lies the problem. It lacks a clear voice. It doesn't do anything better than any other setting. Looking for a kitchen-sink anything goes world? Realms is more than adequate. Looking for sword and sorcery? Dark Sun is far more in that vein. Looking for dark? How dark do you want: Ravenloft is bleak, Eberron is great for noir, and Ravnica good for politicking. Greyhawk needs something more than being where healing rules are slower and there are no dragonborn. It needs something to hook a new player in, one that doesn't have nostalgic memories of running Storm Crow the Half-elf fighter/magic-user/thief through the Steading of the Hill Giant Chief.</p><p></p><p>So what makes Greyhawk different than any of the settings I mentioned, and more importantly, why should I play in that setting over any other?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7569954, member: 7635"] I'm going to vote... meh? Imagine I'm a new DM, inspired by Critical Role or some other steaming game, and I'm looking for a setting to run my game in. I look through each of the published D&D settings so far... Forgotten Realms is pretty much the bog standard, kitchen sink, anything goes setting the game defaults to. Eberron is magi-tech with a pulpy-explorer vibe to it. Dragonlance is epic fantasy with history lots non-standard elements. Ravenloft is horror in the vein of Hammer or Universal Monsters. Dark Sun is true Sword-and-Sandals pulp ala Conan. Ravnica is politics and intrigue in an impossible city full of nontraditional elements pulled from MTG. Greyhawk is... Old? Being the first D&D setting isn't much of a selling point on its own. Classic? Yeah, its the home many classic modules but those modules don't define the setting itself in any meaningful way. Its not like the Temple of Elemental Evil or Tomb of Horrors NEEDS Greyhawk to function, they worked just fine retrofitted to countless DM homebrews and settings. Shades-of-gray? That's more of a playstyle than a setting. Certainly, the 3e era Greyhawk seems a tad more black and white in its morality, so being a setting of morally gray heroes and villains doesn't again feel like much to hang on. Sword and sorcery? I hear this tossed around a lot, but there seems to be little in the various rules iterations that support that; PCs can be heroic wizards or virtuous paladins without the setting so much as batting an eye at them. Grim and gritty? That's more a reflection of its roots in AD&D than a defining element of the setting. Therein lies the problem. It lacks a clear voice. It doesn't do anything better than any other setting. Looking for a kitchen-sink anything goes world? Realms is more than adequate. Looking for sword and sorcery? Dark Sun is far more in that vein. Looking for dark? How dark do you want: Ravenloft is bleak, Eberron is great for noir, and Ravnica good for politicking. Greyhawk needs something more than being where healing rules are slower and there are no dragonborn. It needs something to hook a new player in, one that doesn't have nostalgic memories of running Storm Crow the Half-elf fighter/magic-user/thief through the Steading of the Hill Giant Chief. So what makes Greyhawk different than any of the settings I mentioned, and more importantly, why should I play in that setting over any other? [/QUOTE]
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