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Reviving Greyhawk: A letter-writing campaign.
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<blockquote data-quote="Coreyartus" data-source="post: 1103972" data-attributes="member: 5399"><p>In defense of Living Greyhawk, I have to say I think the RPGA/Circle of Six are doing a great job. It's hard to coordinate a world with 200 mods coming out every year. It's hard to manage story lines from hundreds of middle-management folk (triads) and almost as many writers. It's hard to keep 14,000 players happy all the time. Try it. I dare you to develop a campaign that has the exact right mix of crunchy and chewy, soft and hard, hack-n-slash and roleplaying to maintain a perfectly even status quo over a developing storyline that changes depending on player and volunteer input, and keep everyone satisfied all the time. It ain't gonna happen.</p><p></p><p>Not everyone is going to be happy with what LG come up with, but there are A LOT of players that seem to be very entertained with what they've brewed up, regardless. I would venture to say even more numbers than those very vocal dyed-in-the-wool "Grey-fanatics" that can't be happy with anything but what they've personally put their stamp of approval on.</p><p></p><p>The great thing about Greyhawk is that because it's loose, both camps (and many more inbetween) can be happy. If you start publishing material you automatically start putting boundaries around personal creativity, codifying what is appropriate and what is not on many many different levels. D&D is about providing rule guidelines, and ultimately leaving it to the DM to decide what's acceptable--why should a campaign setting be any different? They've provided the guidelines, now it's up to everyone else to take it where they want. Some will choose the RPGA and all it entails (warts and all), and others will select a different vision (and all the work that goes with it).</p><p></p><p>But at least that's an option. With more fleshing out, you have to know more and more about the campaign to stay on top of it, and eventually it stagnates from being too information-heavy (like FR is about to do...). Creating a vast canon that inadvertantly becomes elitist by it's very nature, and too difficult to contribute to is not something D&D is about. FR has been there, done that, so why repeat it?</p><p></p><p>My two cents--</p><p></p><p>Coreyartus</p></blockquote><p></p>
[QUOTE="Coreyartus, post: 1103972, member: 5399"] In defense of Living Greyhawk, I have to say I think the RPGA/Circle of Six are doing a great job. It's hard to coordinate a world with 200 mods coming out every year. It's hard to manage story lines from hundreds of middle-management folk (triads) and almost as many writers. It's hard to keep 14,000 players happy all the time. Try it. I dare you to develop a campaign that has the exact right mix of crunchy and chewy, soft and hard, hack-n-slash and roleplaying to maintain a perfectly even status quo over a developing storyline that changes depending on player and volunteer input, and keep everyone satisfied all the time. It ain't gonna happen. Not everyone is going to be happy with what LG come up with, but there are A LOT of players that seem to be very entertained with what they've brewed up, regardless. I would venture to say even more numbers than those very vocal dyed-in-the-wool "Grey-fanatics" that can't be happy with anything but what they've personally put their stamp of approval on. The great thing about Greyhawk is that because it's loose, both camps (and many more inbetween) can be happy. If you start publishing material you automatically start putting boundaries around personal creativity, codifying what is appropriate and what is not on many many different levels. D&D is about providing rule guidelines, and ultimately leaving it to the DM to decide what's acceptable--why should a campaign setting be any different? They've provided the guidelines, now it's up to everyone else to take it where they want. Some will choose the RPGA and all it entails (warts and all), and others will select a different vision (and all the work that goes with it). But at least that's an option. With more fleshing out, you have to know more and more about the campaign to stay on top of it, and eventually it stagnates from being too information-heavy (like FR is about to do...). Creating a vast canon that inadvertantly becomes elitist by it's very nature, and too difficult to contribute to is not something D&D is about. FR has been there, done that, so why repeat it? My two cents-- Coreyartus [/QUOTE]
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