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For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk
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<blockquote data-quote="pemerton" data-source="post: 8077848" data-attributes="member: 42582"><p>A strength of Greyhawk is its geography. In the centre of the map you have a big city (Greyhawk) plus some other significant cities (Dyvers, Hardby), a coast with pirates (the Wild Coast), an Elven land (Celene), a Dwarven land (Urek, the Kron Hills, the Lortmils), an Orcish land (the Pomarj), a desert with nomads and ancient ruins (the Bright Desert), forests (the Suss Forest, the Gnarley Forest), and probably other useful stuff I'm forgetting.</p><p></p><p>In this respect it resembles the map of the Nentir Vale in 4e, or the map in the B/X module Night's Dark Terror. These are good maps for running a standard D&D-type FRPG on: all the major setting tropes have a home. About all that's missing is a volcano for a red dragon or an ice cave for a white one.</p><p></p><p>The setting doesn't bring the same metaplot as FR (some of the late=80s/early-90s material changes this a bit, though still not to FR levels), but retains its map/trope strength as one expands out from the centre of the map: a decaying empire ruled by fiend-worshippers (Aerdy), Furyondy vs Iuz, Vikings, monks and assassins who live in a hidden plateau (one has to ignore he stereotyping here, as with much S&S/pulpy fiction).</p><p></p><p>As a setting, I think the pitch is <em>here's some good maps with some pretty handy tropes and an ancient empires backstory that supports standard FRPGing</em>. Whether that is commercially viable is someone else's call.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8077848, member: 42582"] A strength of Greyhawk is its geography. In the centre of the map you have a big city (Greyhawk) plus some other significant cities (Dyvers, Hardby), a coast with pirates (the Wild Coast), an Elven land (Celene), a Dwarven land (Urek, the Kron Hills, the Lortmils), an Orcish land (the Pomarj), a desert with nomads and ancient ruins (the Bright Desert), forests (the Suss Forest, the Gnarley Forest), and probably other useful stuff I'm forgetting. In this respect it resembles the map of the Nentir Vale in 4e, or the map in the B/X module Night's Dark Terror. These are good maps for running a standard D&D-type FRPG on: all the major setting tropes have a home. About all that's missing is a volcano for a red dragon or an ice cave for a white one. The setting doesn't bring the same metaplot as FR (some of the late=80s/early-90s material changes this a bit, though still not to FR levels), but retains its map/trope strength as one expands out from the centre of the map: a decaying empire ruled by fiend-worshippers (Aerdy), Furyondy vs Iuz, Vikings, monks and assassins who live in a hidden plateau (one has to ignore he stereotyping here, as with much S&S/pulpy fiction). As a setting, I think the pitch is [I]here's some good maps with some pretty handy tropes and an ancient empires backstory that supports standard FRPGing[/I]. Whether that is commercially viable is someone else's call. [/QUOTE]
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For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk
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