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For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk
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<blockquote data-quote="Bacon Bits" data-source="post: 8086889" data-attributes="member: 6777737"><p>I think this list is a great start.</p><p></p><p>I would add:</p><p></p><p>[SPOILER]</p><p><strong>Magic is Strange and Rare.</strong> The average NPC will know magic exists, but never see it. Magical effects are in-and-of-themselves strange and mysterious to the people in the world. That makes magic feel more interesting, more dangerous, and more potent.</p><p></p><p><strong>Vast Unknown Wilderness.</strong> While there is civilization and safety, the world is still dominated by wildernesses that are largely unexplored and unknown. Once the PCs leave the relative safety of the Nyr Dyv and it's surroundings, the world is largely wilderness that goes on for hundreds and hundreds of miles. The PCs can truly get lost in wilderness of Greyhawk and can easily be weeks or even months away from a safe haven. This means you can have an entire campaign, from level 1 to level 20, where the PCs never set foot in anything larger than a village. This means you can hide the extraordinary, the wonderful, and the strange in the wilderness because it's unlikely that you'd ever find your way back. Want a city of gold? A labyrinthine cavern containing a machine that grants wishes, a la Forbidden Planet? Here you can get so lost that you might find yourself in a new world and never even know it.</p><p></p><p><strong>Chaos vs Law is as important as Good vs Evil.</strong> That is to say, the nature and form of future civilization is in the balance. While human kingdoms squabble and undermine themselves and each other and the demi-human races withdraw to their own sanctuaries, the closest thing to a shining city upon a hill is Greyhawk... and Greyhawk is under assault constantly within and without. It feels like there's a very good chance that the future of the world will return to tribal lifestyles rather than kingdoms, city-states, or other more complex or larger systems of cultural or societal organization. The "good" and "lawful" nations and peoples are at a crossroads of continued unity or further balkanization. What this means to the PCs is that, often, <em>nobody is strong enough or willing to help them </em>even when it's clearly in their best interest to do so.</p><p>[/SPOILER]</p><p></p><p>To me, Greyhawk feels like a mix of cliche Generic High Fantasy that every modern fantasy novel and video game uses, the Hyborian Age of Howard, and the Middle Earth of Tolkien. That makes it feel like I can include many types of stories more naturally.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8086889, member: 6777737"] I think this list is a great start. I would add: [SPOILER] [B]Magic is Strange and Rare.[/B] The average NPC will know magic exists, but never see it. Magical effects are in-and-of-themselves strange and mysterious to the people in the world. That makes magic feel more interesting, more dangerous, and more potent. [B]Vast Unknown Wilderness.[/B] While there is civilization and safety, the world is still dominated by wildernesses that are largely unexplored and unknown. Once the PCs leave the relative safety of the Nyr Dyv and it's surroundings, the world is largely wilderness that goes on for hundreds and hundreds of miles. The PCs can truly get lost in wilderness of Greyhawk and can easily be weeks or even months away from a safe haven. This means you can have an entire campaign, from level 1 to level 20, where the PCs never set foot in anything larger than a village. This means you can hide the extraordinary, the wonderful, and the strange in the wilderness because it's unlikely that you'd ever find your way back. Want a city of gold? A labyrinthine cavern containing a machine that grants wishes, a la Forbidden Planet? Here you can get so lost that you might find yourself in a new world and never even know it. [B]Chaos vs Law is as important as Good vs Evil.[/B] That is to say, the nature and form of future civilization is in the balance. While human kingdoms squabble and undermine themselves and each other and the demi-human races withdraw to their own sanctuaries, the closest thing to a shining city upon a hill is Greyhawk... and Greyhawk is under assault constantly within and without. It feels like there's a very good chance that the future of the world will return to tribal lifestyles rather than kingdoms, city-states, or other more complex or larger systems of cultural or societal organization. The "good" and "lawful" nations and peoples are at a crossroads of continued unity or further balkanization. What this means to the PCs is that, often, [I]nobody is strong enough or willing to help them [/I]even when it's clearly in their best interest to do so. [/SPOILER] To me, Greyhawk feels like a mix of cliche Generic High Fantasy that every modern fantasy novel and video game uses, the Hyborian Age of Howard, and the Middle Earth of Tolkien. That makes it feel like I can include many types of stories more naturally. [/QUOTE]
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For the Love of Greyhawk: Why People Still Fight to Preserve Greyhawk
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