Greyson
Explorer
1. There are vast lands east of Nyrond that are largely unexplored and untouched by published adventures. These former Great Kingdom lands are ripe for the enterprising DM and eager player characters. There is almost limitless possibility in the east forge a character's destiny. Or die.
2. There are some amazing classic D&D adventures from every previous edition of the game set in the Flanaess. The list is too long to be recounted here, but every single one of them can be easily adopted to any edition of D&D to be played again (and again).
3. The "Living Greyhawk Gazetteer" from 2001 offers hundreds of great adventures ideas in each nation's Conflicts and Intrigues section. Plenty of fodder to explore and develop in your home campaign.
I could go on, but I'll stop at the requested three. Those are my personal top three reasons. There is a spirit or feeling to Greyhawk that is so unique, too. It's intangible and hard to articulate. There is a gritty, old school feel to the World of Greyhawk setting. It's unpolished and has many, many unanswered questions and mysteries.
2. There are some amazing classic D&D adventures from every previous edition of the game set in the Flanaess. The list is too long to be recounted here, but every single one of them can be easily adopted to any edition of D&D to be played again (and again).
3. The "Living Greyhawk Gazetteer" from 2001 offers hundreds of great adventures ideas in each nation's Conflicts and Intrigues section. Plenty of fodder to explore and develop in your home campaign.
I could go on, but I'll stop at the requested three. Those are my personal top three reasons. There is a spirit or feeling to Greyhawk that is so unique, too. It's intangible and hard to articulate. There is a gritty, old school feel to the World of Greyhawk setting. It's unpolished and has many, many unanswered questions and mysteries.