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If Paizo bought Greyhawk could they make their money back?
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<blockquote data-quote="Thulcondar" data-source="post: 3407473" data-attributes="member: 43770"><p>To my mind, the whole strength of Greyhawk is the fact that it is <u>not</u> so detailed. There's room for a DM to breathe. In the FR (for example), one is constantly under the threat that some quirky invention will be contradicted by some new incredibly-detailed supplement that comes out. </p><p></p><p>At its best, Greyhawk provided two things:</p><p></p><p>1) An over-arching framework, with not too much detail (kingdoms, rulers, sketches of history). </p><p>2) Very specific adventure locales (dungeons).</p><p></p><p>Note the missing element; the medium-scale supplement, which was the bread-and-butter of Forgotten Realms. While products such as "Iuz the Evil" and "Rary The Traitor" (both of which attempted to give overviews of entire regions of the Flanaess) were perhaps interesting, they most definitely didn't have the same "feel" as the rest of the Greyhawk material. Why? Because they were filling in the details which should, by rights, have been the DM's to fill in. If I had had a campaign centered around the Vesve Forest or the Bright Desert, I might well have been pissed off by such products, and rightly so. And the less said about Living Greyhawk the better. </p><p></p><p>(As an aside, I agree that "advancing the timeline" is a somewhat problematical effort; Wars was a ham-fisted attempt to wrench the setting away from the influence of Gygax, and it has shown. Put things back to the Gazeteer and let individual DMs take the helm.)</p><p></p><p>Give me a set of comprehensive source materials (full coverage of the deities and religions-- they're not the same thing, btw--, cultural information, etc.). Then give me dungeons. Make it non-version-specific (the astute amongst you will note my icon), or at least with conversion notes. If the commitment to the advanced timeline cannot be eschewed, then pick a couple of time periods (perhaps CY 479, 576, and 591), with either modules set in specific time-periods or with alternatives for each time period. The former would probably be easier than the latter. </p><p></p><p>Naturally, this approach won't happen, because the mdoern wisdom is that there are many more players than DM's, and thus products should be printed that are geared towards players. You'll sell 8 players handbooks for every DMG, and you'll similarly sell 8 Complete Fighters Handbooks for every Temple of Elemental Evil.</p><p></p><p>More's the pity.</p></blockquote><p></p>
[QUOTE="Thulcondar, post: 3407473, member: 43770"] To my mind, the whole strength of Greyhawk is the fact that it is [U]not[/U] so detailed. There's room for a DM to breathe. In the FR (for example), one is constantly under the threat that some quirky invention will be contradicted by some new incredibly-detailed supplement that comes out. At its best, Greyhawk provided two things: 1) An over-arching framework, with not too much detail (kingdoms, rulers, sketches of history). 2) Very specific adventure locales (dungeons). Note the missing element; the medium-scale supplement, which was the bread-and-butter of Forgotten Realms. While products such as "Iuz the Evil" and "Rary The Traitor" (both of which attempted to give overviews of entire regions of the Flanaess) were perhaps interesting, they most definitely didn't have the same "feel" as the rest of the Greyhawk material. Why? Because they were filling in the details which should, by rights, have been the DM's to fill in. If I had had a campaign centered around the Vesve Forest or the Bright Desert, I might well have been pissed off by such products, and rightly so. And the less said about Living Greyhawk the better. (As an aside, I agree that "advancing the timeline" is a somewhat problematical effort; Wars was a ham-fisted attempt to wrench the setting away from the influence of Gygax, and it has shown. Put things back to the Gazeteer and let individual DMs take the helm.) Give me a set of comprehensive source materials (full coverage of the deities and religions-- they're not the same thing, btw--, cultural information, etc.). Then give me dungeons. Make it non-version-specific (the astute amongst you will note my icon), or at least with conversion notes. If the commitment to the advanced timeline cannot be eschewed, then pick a couple of time periods (perhaps CY 479, 576, and 591), with either modules set in specific time-periods or with alternatives for each time period. The former would probably be easier than the latter. Naturally, this approach won't happen, because the mdoern wisdom is that there are many more players than DM's, and thus products should be printed that are geared towards players. You'll sell 8 players handbooks for every DMG, and you'll similarly sell 8 Complete Fighters Handbooks for every Temple of Elemental Evil. More's the pity. [/QUOTE]
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If Paizo bought Greyhawk could they make their money back?
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