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What is so special about Greyhawk?
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<blockquote data-quote="timbannock" data-source="post: 4792686" data-attributes="member: 17913"><p>If it helps at all, I only recently got into the setting (I've been playing D&D since red box days, though).</p><p></p><p>What spurred me into it was Yggsburgh and Castle Zagyg: Upper Works. Those books had something in them that I couldn't identify at first, and that I started to discover was in a lot of Gary's works in the original Greyhawk stuff.</p><p></p><p>I figured it out (at least in part): sense of adventure. To put it very simply (everyone else on this thread has done it well!) and also very personally, I find that the setting is very consistent in terms of backstory, but very open in terms of allowing the players to explore it, change it, have huge impact on it, and so on.</p><p></p><p>GH is like Shadow of the Colossus, FR is like Final Fantasy. In GH, there's the sense of all this detail, history, character, and info in the setting, so much so that it would take hours and hours of just exploring the nooks and crannies to get a true sense of the bigger picture. But all that crazy information is essentially just window dressing. In FR, there's the feeling of an over-arching plot, there's a cast of tons of NPCs that are just more badass than the PCs...until some cataclysmic event and tons of level-grinding results in the PCs becoming godlike in power and finally being able to take on super NPCs #1 - 30.</p><p></p><p>GH has more backstory.</p><p></p><p>FR has more metaplot.</p><p></p><p>At least in feel. </p><p></p><p>Gygax kept writing "take what you want, change what you want, make it yours!" I always felt that the FR writers implied "here's what's going on in our world. You can play in it if you want, but it's OURS." Obviously that's not a truism, but it's just the sense I got from it all. YMMV</p></blockquote><p></p>
[QUOTE="timbannock, post: 4792686, member: 17913"] If it helps at all, I only recently got into the setting (I've been playing D&D since red box days, though). What spurred me into it was Yggsburgh and Castle Zagyg: Upper Works. Those books had something in them that I couldn't identify at first, and that I started to discover was in a lot of Gary's works in the original Greyhawk stuff. I figured it out (at least in part): sense of adventure. To put it very simply (everyone else on this thread has done it well!) and also very personally, I find that the setting is very consistent in terms of backstory, but very open in terms of allowing the players to explore it, change it, have huge impact on it, and so on. GH is like Shadow of the Colossus, FR is like Final Fantasy. In GH, there's the sense of all this detail, history, character, and info in the setting, so much so that it would take hours and hours of just exploring the nooks and crannies to get a true sense of the bigger picture. But all that crazy information is essentially just window dressing. In FR, there's the feeling of an over-arching plot, there's a cast of tons of NPCs that are just more badass than the PCs...until some cataclysmic event and tons of level-grinding results in the PCs becoming godlike in power and finally being able to take on super NPCs #1 - 30. GH has more backstory. FR has more metaplot. At least in feel. Gygax kept writing "take what you want, change what you want, make it yours!" I always felt that the FR writers implied "here's what's going on in our world. You can play in it if you want, but it's OURS." Obviously that's not a truism, but it's just the sense I got from it all. YMMV [/QUOTE]
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