erc1971 said:
While I love the fact that Greyhawk does have sovereign nations and a very feudal European feel, I find that there isn't a large variety of cultures. To give things more flavor, I tend to base various area's off of real world cutures, just to give it more variety. For instance, I made the barbarians in the NE corner of the map Vikings, including adding the Norse Mythology to the world. I tend to give the Suel people English and Germanic names. Oeridian's become Spanish or Italian. Real world cutlures have mroe flavor than any person could put to paper, so I borrow thier influences to make things more colorful.
I'm not sure if it was the old 83 boxed set, or the later "The Adventure Begins" book, or some of the older adventures or what, but I was more impressed with the different human sub-races and cultures in Greyhawk than anywhere else. Forgotten Realms just took RL cultures and dropped them in wholesale with little more than name changes. Yeah, it was easy to instantly get a feel for them, but it was almost cheating, in a way. Greyhawk's races and cultures mostly didn't have clear-cut RW analogies, other than Northmen=Vikings and Rhenee=gypsies. Well, I guess Flan=Amerindians, maybe, but the Suel and the Baklunish, and the ancient Oeridians (who were the ones the ancient Suel fought with again?) were pretty unique, or so I thought. At worst, they were "kinda like X, but really different".
Both 1st ed Greyhawk and 1st ed Forgotten Realms were the way I feel that campaign setting ought to be done. Namely, they provide maps and the names of distant lands with sketchy details on culture and denizens, with lots of open space to be filled in by the DM. The original FR boxed set had a cyclopedia of names of places and rumors and legends, and that was it. Later on they filled in ALL of the blanks, and screwed up the rumors/legends with horrible adventures (I'm looking at YOU, Hellgate Keep) and worse books (*cough cough* War-in-Tethyr *cough cough*). But in the beginning, I choose it to base my campaign in because there were vast, open areas that I could make my own, and just use the names of the other places to fill in the background detail.
Of course, having said that, I did think "Volo's Guide to Waterdeep" (and some of it's sequels) were so good, they would be my second choice for how to set up a campaign setting. Interesting places to see, with hundreds of built in plot hooks, complete with a tavern menu!