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Give Me Three Reasons To Play Greyhawk
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<blockquote data-quote="Mercule" data-source="post: 6519594" data-attributes="member: 5100"><p>How's this: <a href="http://rpg.drivethrustuff.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e?it=1" target="_blank">http://rpg.drivethrustuff.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e?it=1</a></p><p></p><p>My three reasons:</p><p>1) Evil-hating-neutrals: The "heroes" don't have to be (and probably aren't) of the highest moral standards. It's more akin to Conan, Fafhrd, or Mal Reynolds than l'Morte d'Arthur. That said, the shield lands provide an excellent place for both stick-up-butt paladins and paladins who've realized the world can't be made black and white. Greyhawk had moral ambiguity built in before it was cool.</p><p></p><p>2) It strikes the right balance between detail and openness. The original book (linked above) had things like major economic factors in each nation, as well as the way various human ethnic groups tended to dress. There was a sense of history and richness to the world, including thousands of years of migratory patterns. Sweeping campaign hooks were painted with very broad brush strokes, but could be immediate or deferred for years. There was also always the implication that something important was "just off the map" in any given direction (except, maybe, east).</p><p></p><p>3) Variety. You get access to all the following, in away that doesn't stretch suspension of disbelief unduly:</p><ul> <li data-xf-list-type="ul">Vikings</li> <li data-xf-list-type="ul">Mongols</li> <li data-xf-list-type="ul">Nazi Ninjas</li> <li data-xf-list-type="ul">A decaying pseudo-Byzantium</li> <li data-xf-list-type="ul">An incursion from the Abyss</li> <li data-xf-list-type="ul">Italian-style city states</li> <li data-xf-list-type="ul">A post-apocalyptc wasteland</li> <li data-xf-list-type="ul">Dark jungles to explore</li> <li data-xf-list-type="ul">Pirates</li> <li data-xf-list-type="ul">An ancient land, now frozen in ice</li> <li data-xf-list-type="ul">A bottomless great lake with who knows what lurking beneath</li> </ul><p>And that's after not looking at the setting for over a decade.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6519594, member: 5100"] How's this: [url]http://rpg.drivethrustuff.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e?it=1[/url] My three reasons: 1) Evil-hating-neutrals: The "heroes" don't have to be (and probably aren't) of the highest moral standards. It's more akin to Conan, Fafhrd, or Mal Reynolds than l'Morte d'Arthur. That said, the shield lands provide an excellent place for both stick-up-butt paladins and paladins who've realized the world can't be made black and white. Greyhawk had moral ambiguity built in before it was cool. 2) It strikes the right balance between detail and openness. The original book (linked above) had things like major economic factors in each nation, as well as the way various human ethnic groups tended to dress. There was a sense of history and richness to the world, including thousands of years of migratory patterns. Sweeping campaign hooks were painted with very broad brush strokes, but could be immediate or deferred for years. There was also always the implication that something important was "just off the map" in any given direction (except, maybe, east). 3) Variety. You get access to all the following, in away that doesn't stretch suspension of disbelief unduly: [LIST] [*]Vikings [*]Mongols [*]Nazi Ninjas [*]A decaying pseudo-Byzantium [*]An incursion from the Abyss [*]Italian-style city states [*]A post-apocalyptc wasteland [*]Dark jungles to explore [*]Pirates [*]An ancient land, now frozen in ice [*]A bottomless great lake with who knows what lurking beneath [/LIST] And that's after not looking at the setting for over a decade. [/QUOTE]
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