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Greyhawk, and race options for Oerth PCs
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<blockquote data-quote="billd91" data-source="post: 7904959" data-attributes="member: 3400"><p>To <strong>you</strong> it may be the original kitchen sink, and it is the default site of many of the earliest adventures which have fantastic elements to them. </p><p></p><p>But to many of the rest of us, it's also the first setting to embody the setting of the game which, in AD&D days, was <strong>significantly</strong> human-centric. It's implied in the rule books, explicit in other materials describing the design. And the population information in the materials generally bear out that Greyhawk is human-centric. Most countries are 70-90% human, ones dominated by demi-humans or humanoids are more like enclaves that stand out as different compared to the broad sweep of the setting.</p><p></p><p>I think you're taking your impression from the elements that are <strong>exceptions</strong> to the norm within Greyhawk. They're intended to stand out from the background, every day, non-adventurous life that most people experience. They're fantastic, because they are exceptions rather than the norm. Their appearance or even word of them is the kind of thing that will drive discussions in the taverns and across hedgerows for days on end, not the kind of thing you see on every street corner.</p></blockquote><p></p>
[QUOTE="billd91, post: 7904959, member: 3400"] To [b]you[/b] it may be the original kitchen sink, and it is the default site of many of the earliest adventures which have fantastic elements to them. But to many of the rest of us, it's also the first setting to embody the setting of the game which, in AD&D days, was [b]significantly[/b] human-centric. It's implied in the rule books, explicit in other materials describing the design. And the population information in the materials generally bear out that Greyhawk is human-centric. Most countries are 70-90% human, ones dominated by demi-humans or humanoids are more like enclaves that stand out as different compared to the broad sweep of the setting. I think you're taking your impression from the elements that are [b]exceptions[/b] to the norm within Greyhawk. They're intended to stand out from the background, every day, non-adventurous life that most people experience. They're fantastic, because they are exceptions rather than the norm. Their appearance or even word of them is the kind of thing that will drive discussions in the taverns and across hedgerows for days on end, not the kind of thing you see on every street corner. [/QUOTE]
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