Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Greyhawk: Pitching the Reboot
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stormonu" data-source="post: 8237027" data-attributes="member: 52734"><p>I’ve run myriad games set in Greyhawk, yet at the same time I haven’t delved deeply into the surrounding politics and such - except slightly in my latest Saltmarsh campaign.</p><p></p><p>As such, I haven’t seen Greyhawk as a low-magic or exceptionally humanocentric campaign world, at least ruleswise. What makes Greyhawk stand out has been a “feels” sort of thing - the same sort of atmosphere that you would use to set Ravenloft apart. Very little would be something that would translate into actual, physical rules. For me Greyhawk differs from the Forgotten Realms in that</p><p></p><p>A) Greyhawk promotes being more (selfishly) mercenary than getting into adventures because you’re ”good guys”. Greyhawk parties loot forgotten dungeons for wealth and personal power - not to clear out the local bad guys who the local town has begged the PCs to clear out. If the latter were to occur in Greyhawk, the town would have had to pay (through the nose) up front for the party to take on the job - or the local sheriff made taking the job a requirement for parole from the party’s latest bar brawl.</p><p></p><p>B) Magic is rare only if you aren’t an adventurer. The common populace knows and has strong superstitions about magic, but they’ve likely never seen it in action. It’s scary and dangerous in their mind. In FR, someone’s gotten into a bar fight using magic missile ... again - must be a Tuesday.</p><p></p><p>C) A lot has been forgotten or lost - villages are insular and tend to lack information (and often the desire to know) about what is going on outside the town’s edge, there are abandoned tombs and dungeons seemingly everywhere filled with foul creatures and lost bits of power and information spreads slowly, if at all. Unlike FR’s Candlekeep where knowledge is recorded, stored and generally available to others, I’m not aware of any such “Library of Alexandria” sort of place in Greyhawk, and such knowledge would be guarded jealously with highly restricted access to it.</p><p></p><p>D). There is a sense of internal rot. Greyhawk was very much a product of the 70’s and the feeling of the time how society had passed from the glory days of the 50’s, into the turbulent 60’s and the dissatisfaction of the 70’s. It’s an ugly time where there is a sense of desire for self-fulfillment but still a nobler self-awareness that such desires are petty and corrupt - but you do it anyway and feel guilty about it, all the while wanting better. The foundation of society is crumbling underfoot as people turn their back on the old ways but aren’t sure what to replace it with.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8237027, member: 52734"] I’ve run myriad games set in Greyhawk, yet at the same time I haven’t delved deeply into the surrounding politics and such - except slightly in my latest Saltmarsh campaign. As such, I haven’t seen Greyhawk as a low-magic or exceptionally humanocentric campaign world, at least ruleswise. What makes Greyhawk stand out has been a “feels” sort of thing - the same sort of atmosphere that you would use to set Ravenloft apart. Very little would be something that would translate into actual, physical rules. For me Greyhawk differs from the Forgotten Realms in that A) Greyhawk promotes being more (selfishly) mercenary than getting into adventures because you’re ”good guys”. Greyhawk parties loot forgotten dungeons for wealth and personal power - not to clear out the local bad guys who the local town has begged the PCs to clear out. If the latter were to occur in Greyhawk, the town would have had to pay (through the nose) up front for the party to take on the job - or the local sheriff made taking the job a requirement for parole from the party’s latest bar brawl. B) Magic is rare only if you aren’t an adventurer. The common populace knows and has strong superstitions about magic, but they’ve likely never seen it in action. It’s scary and dangerous in their mind. In FR, someone’s gotten into a bar fight using magic missile ... again - must be a Tuesday. C) A lot has been forgotten or lost - villages are insular and tend to lack information (and often the desire to know) about what is going on outside the town’s edge, there are abandoned tombs and dungeons seemingly everywhere filled with foul creatures and lost bits of power and information spreads slowly, if at all. Unlike FR’s Candlekeep where knowledge is recorded, stored and generally available to others, I’m not aware of any such “Library of Alexandria” sort of place in Greyhawk, and such knowledge would be guarded jealously with highly restricted access to it. D). There is a sense of internal rot. Greyhawk was very much a product of the 70’s and the feeling of the time how society had passed from the glory days of the 50’s, into the turbulent 60’s and the dissatisfaction of the 70’s. It’s an ugly time where there is a sense of desire for self-fulfillment but still a nobler self-awareness that such desires are petty and corrupt - but you do it anyway and feel guilty about it, all the while wanting better. The foundation of society is crumbling underfoot as people turn their back on the old ways but aren’t sure what to replace it with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Greyhawk: Pitching the Reboot
Top