On one hand, yes; on the other hand, Greenwood's original has Aslan and Narnia built into it. FR started up as fan-fic gumbo, which you could also argue if Greyhawk, but Gygax had decidedly more Sword & Sorcery influences by volume.Thanks for the responses folks. If I remember correctly, the original Grey Box Forgotten Realms felt darker, grittier, and more low-magic than later Realms material as well.
Ain't no class like Gygax class.Add drinking and harlot tables if you really want a S&S feel (Howard, Leiber)
Like AD&D had. :/
I'm going to paint with a really broad brush here, but, bear with me. Epic fantasy (or high fantasy if you prefer) tends to focus on the idea of preserving the status quo. We have to stop this big event from occurring or the world will change (probably for the worse). Throw the ring in the volcano so that the big bad guy doesn't get it and everyone can go home.
S&S fantasy OTOH, seems to relish the idea of the individual changing the setting. Conan becomes king and radically alters the setting. John Carter travels to Mars and becomes the Warlord, again, completely upsetting the status quo of the setting.
If you want to drive this home in a S&S setting, there needs to be some sort of mechanics that allow the PC's to actually alter the setting. How do they carve out a kingdom of their own and then run that kingdom? It isn't enough just to stop the big bad guy, but, actually place themselves in a position afterwards which changes the setting. Become lords, kings or even gods.
In a S&S campaign, that campaign setting should look very, very different at the end of the setting than it did at the outset.