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What is so special about Greyhawk?
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<blockquote data-quote="Maldin" data-source="post: 4805647" data-attributes="member: 27170"><p>I think many of things that have already been pointed out throughout this thread help make Greyhawk special. High magic aspects in a low magic (common)world. An initial rough framework of a world that would not be constrictive to DMs, that was then built on and developed through adventures (both the classics, all the way up to the modern Adventure Paths), rather then novels. The whole D&D is Greyhawk, Greyhawk is D&D arguement. Shades of good and evil, law and chaos. The lack of super-NPCs that seem to meddle directly with even the most insignificant adventuring party. And so much more. So I'll agree with many of the previous posters.</p><p></p><p>There is, however, another huge reason why I think Greyhawk is special that hasn't been mentioned at all yet.</p><p></p><p>"Its fan-built, w/ lots of contributions *I* have made"</p><p></p><p>I don't just mean "me, personally", and I don't mean fan websites (like mine) either. Greyhawk, more then any other campaign world, has had significant contributions made by people who were fans first and foremost... In my case it has been things I've done like the City of Greyhawk and Irongate materials that have been published, the influence I've had (and my campaign has had) on other avenues (such as my input into things like the Living Greyhawk Gazetteer), and several other projects, some revealed, and some not.</p><p></p><p>But many others have had similar experiences as I, some more tangible, others less so. Erik Mona contributed as a fan first, before he was hired full time by WotC (as a result of the quality of work he did as a fan). Gary Holian, Fred Weining, Eric Boyd, Steve Greer, Sam Weiss, Robert Mullin, Joe Bloch, Noel Graham, Scott Casper, Greg Vaughn, Creighton Broadhurst, Paul Looby, Andy Miller, Dave Howery, Scott Bennie, and many others, all were fans who contributed to official published Greyhawk. People just like you and me. Anybody could have the opportunity to contribute. I know I've missed a lot of other Greyhawk fan-authors. If you think of any, post them to this thread.</p><p></p><p>Then there is the massive force of creativity that was known as the Living Greyhawk Campaign. Hundreds of writers, hundreds of adventures, tens of thousands of pages of development covering virtually every region on the map. Aspects of which have been canonized in published articles and map-locations. NO campaign world put out by ANY company for ANY game system has ever had such an important contribution by the people who actually play the game.</p><p></p><p>That is how today's Greyhawk has come to be... what, in my opinion, is what today's Greyhawk is all about. It's initial flavor and charm came from its beginnings as someone's (Gygax's) home campaign world, lovingly built. Forgotten Realms began as someone's (Greenwood's) lovingly built home campaign, and then became the corporate Realm. Likewise, Greyhawk evolved, is no longer EGG's home campaign world, and hasn't been for a very long time (well, actually, published GH never really was that).</p><p>It's <strong>everyone's</strong> home campaign world. And <strong>you</strong> had the opportunity to help it become that.</p><p></p><p>Denis, aka "Maldin" (my own PC who also has become an official World of Greyhawk NPC!)</p><p>Maldin's Greyhawk <a href="http://melkot.com" target="_blank">http://melkot.com</a></p><p>Loads of edition-independent official and unofficial Greyhawk Goodness... maps, magic, mysteries, mechanics, and more!</p></blockquote><p></p>
[QUOTE="Maldin, post: 4805647, member: 27170"] I think many of things that have already been pointed out throughout this thread help make Greyhawk special. High magic aspects in a low magic (common)world. An initial rough framework of a world that would not be constrictive to DMs, that was then built on and developed through adventures (both the classics, all the way up to the modern Adventure Paths), rather then novels. The whole D&D is Greyhawk, Greyhawk is D&D arguement. Shades of good and evil, law and chaos. The lack of super-NPCs that seem to meddle directly with even the most insignificant adventuring party. And so much more. So I'll agree with many of the previous posters. There is, however, another huge reason why I think Greyhawk is special that hasn't been mentioned at all yet. "Its fan-built, w/ lots of contributions *I* have made" I don't just mean "me, personally", and I don't mean fan websites (like mine) either. Greyhawk, more then any other campaign world, has had significant contributions made by people who were fans first and foremost... In my case it has been things I've done like the City of Greyhawk and Irongate materials that have been published, the influence I've had (and my campaign has had) on other avenues (such as my input into things like the Living Greyhawk Gazetteer), and several other projects, some revealed, and some not. But many others have had similar experiences as I, some more tangible, others less so. Erik Mona contributed as a fan first, before he was hired full time by WotC (as a result of the quality of work he did as a fan). Gary Holian, Fred Weining, Eric Boyd, Steve Greer, Sam Weiss, Robert Mullin, Joe Bloch, Noel Graham, Scott Casper, Greg Vaughn, Creighton Broadhurst, Paul Looby, Andy Miller, Dave Howery, Scott Bennie, and many others, all were fans who contributed to official published Greyhawk. People just like you and me. Anybody could have the opportunity to contribute. I know I've missed a lot of other Greyhawk fan-authors. If you think of any, post them to this thread. Then there is the massive force of creativity that was known as the Living Greyhawk Campaign. Hundreds of writers, hundreds of adventures, tens of thousands of pages of development covering virtually every region on the map. Aspects of which have been canonized in published articles and map-locations. NO campaign world put out by ANY company for ANY game system has ever had such an important contribution by the people who actually play the game. That is how today's Greyhawk has come to be... what, in my opinion, is what today's Greyhawk is all about. It's initial flavor and charm came from its beginnings as someone's (Gygax's) home campaign world, lovingly built. Forgotten Realms began as someone's (Greenwood's) lovingly built home campaign, and then became the corporate Realm. Likewise, Greyhawk evolved, is no longer EGG's home campaign world, and hasn't been for a very long time (well, actually, published GH never really was that). It's [B]everyone's[/B] home campaign world. And [B]you[/B] had the opportunity to help it become that. Denis, aka "Maldin" (my own PC who also has become an official World of Greyhawk NPC!) Maldin's Greyhawk [url]http://melkot.com[/url] Loads of edition-independent official and unofficial Greyhawk Goodness... maps, magic, mysteries, mechanics, and more! [/QUOTE]
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