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<blockquote data-quote="Quickleaf" data-source="post: 7089897" data-attributes="member: 20323"><p>From the podcast it sounds like Mike Mearls is wrestling with: "Greyhawk as originally conceived wasn't drastically different from FR, but how might we focus on unique aspects of the setting (while still staying true to its old school roots) to make it shine as something distinct?"</p><p></p><p>I'd say there are 5 things that could take center stage in a Greyhawk adventure-setting.</p><p></p><p>1. Greyhawk was a setting discovered through modules. It was about Playing the Game more than having a setting bible, and embracing the way each group's players created alliances with orcs or established strongholds outside Hommlet. And it had a big Living Greyhawk convention presence IIRC. Keeping that approach seems to fit WOTC's current model of adventure-based releases...and could be blended with some kind of organized play initiative.</p><p></p><p>2. Greyhawk has lots of sci-fi elements; there are crashed spaceships, spacefaring races like the Neogi, and people like Murlynd walking around with non-steampunk guns. Also, the Far Realm serves in a more classical Lovecraftian sci-fi vein, rather than the more supernatural bio-tech take that Eberron has. There was a gonzo quality to Greyhawk that, if approached fresh, could actually be portrayed as some kind of sinister outsider presence.</p><p></p><p>3. Greyhawk always felt more "middle fantasy" to me than other D&D settings – politics, intrigue, & human/humanoid relations took center stage, and when monsters/magic appeared they were truly monstrous/magical to the NPCs. There was a distinctly feudal pseudo-European feel to the setting, and at times there were glimpses of a dark Arthurian fantasy. If any D&D setting could be described as Game of Thrones-ian, I would say it's Greyhawk.</p><p></p><p>4. Greyhawk seemed to bleed into war stories at several points. I was never deeply into the From the Ashes story, but I wonder if there might be something in there that could make Greyhawk a war story distinct from Dragonlance's War of the Lance. Somehow, I associate books like The Black Company with feeling at home in Greyhawk.</p><p></p><p>5. Greyhawk has lots of sword-and-sorcery elements thanks to Gary's love of Leiber and Howard. I wonder if there might be a way to play that up while keeping it distinct from the grim sword-and-sorcery of Dark Sun.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7089897, member: 20323"] From the podcast it sounds like Mike Mearls is wrestling with: "Greyhawk as originally conceived wasn't drastically different from FR, but how might we focus on unique aspects of the setting (while still staying true to its old school roots) to make it shine as something distinct?" I'd say there are 5 things that could take center stage in a Greyhawk adventure-setting. 1. Greyhawk was a setting discovered through modules. It was about Playing the Game more than having a setting bible, and embracing the way each group's players created alliances with orcs or established strongholds outside Hommlet. And it had a big Living Greyhawk convention presence IIRC. Keeping that approach seems to fit WOTC's current model of adventure-based releases...and could be blended with some kind of organized play initiative. 2. Greyhawk has lots of sci-fi elements; there are crashed spaceships, spacefaring races like the Neogi, and people like Murlynd walking around with non-steampunk guns. Also, the Far Realm serves in a more classical Lovecraftian sci-fi vein, rather than the more supernatural bio-tech take that Eberron has. There was a gonzo quality to Greyhawk that, if approached fresh, could actually be portrayed as some kind of sinister outsider presence. 3. Greyhawk always felt more "middle fantasy" to me than other D&D settings – politics, intrigue, & human/humanoid relations took center stage, and when monsters/magic appeared they were truly monstrous/magical to the NPCs. There was a distinctly feudal pseudo-European feel to the setting, and at times there were glimpses of a dark Arthurian fantasy. If any D&D setting could be described as Game of Thrones-ian, I would say it's Greyhawk. 4. Greyhawk seemed to bleed into war stories at several points. I was never deeply into the From the Ashes story, but I wonder if there might be something in there that could make Greyhawk a war story distinct from Dragonlance's War of the Lance. Somehow, I associate books like The Black Company with feeling at home in Greyhawk. 5. Greyhawk has lots of sword-and-sorcery elements thanks to Gary's love of Leiber and Howard. I wonder if there might be a way to play that up while keeping it distinct from the grim sword-and-sorcery of Dark Sun. [/QUOTE]
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