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What is so special about Greyhawk?
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<blockquote data-quote="Starfox" data-source="post: 4794141" data-attributes="member: 2303"><p>What was special to me about Greyhawk was the sense of history; Suel vs Oerdian, Vecna vs Kas, Nyrond vs Great Kingdom. The emerging cosmpopolitan, merchantile cities like Greyhawk, Dyvers, and Irongate defying the old feudal states. The elven schisms, with drow and valley elves as offshots. All of these are neutrally aligned story elements. There are good and evil people on each side, fighting for loyalties more than alignment. This makes the world feel vibrant and real.</p><p></p><p>The problem is that there are few clear-cut enemies. The players can either be as Gray as the world, aligning themsleves with one faction, or they can strive to uphold the greater good and risk getting on the bad side of all the factions. In my games, the players always choose the side of good, becoming peacemakers and striving to undo the evil within each society rather than making one society dominant. Because of this, it is quite conceivable that they get into conflict with neutral or good organization in the world, such as some dogmatic paladin orders or the Circle of Eight. Knowing my players, they'd try to bring such a a conflict to a peaceful resolution, but conflict is definitely possible.</p><p></p><p>Comparing to Forgotten Realms, political divisions there are much more along alignment lines. The forces of good in FR might not cooperate well, but they do not join forces with evil allies to fight their good neighbors as they could in Greyhawk.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4794141, member: 2303"] What was special to me about Greyhawk was the sense of history; Suel vs Oerdian, Vecna vs Kas, Nyrond vs Great Kingdom. The emerging cosmpopolitan, merchantile cities like Greyhawk, Dyvers, and Irongate defying the old feudal states. The elven schisms, with drow and valley elves as offshots. All of these are neutrally aligned story elements. There are good and evil people on each side, fighting for loyalties more than alignment. This makes the world feel vibrant and real. The problem is that there are few clear-cut enemies. The players can either be as Gray as the world, aligning themsleves with one faction, or they can strive to uphold the greater good and risk getting on the bad side of all the factions. In my games, the players always choose the side of good, becoming peacemakers and striving to undo the evil within each society rather than making one society dominant. Because of this, it is quite conceivable that they get into conflict with neutral or good organization in the world, such as some dogmatic paladin orders or the Circle of Eight. Knowing my players, they'd try to bring such a a conflict to a peaceful resolution, but conflict is definitely possible. Comparing to Forgotten Realms, political divisions there are much more along alignment lines. The forces of good in FR might not cooperate well, but they do not join forces with evil allies to fight their good neighbors as they could in Greyhawk. [/QUOTE]
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What is so special about Greyhawk?
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