grodog
Hero
"Why Greyhawk?" and why I think that Greyhawk is still as relevant in 2023 as it was in 1973: Why Greyhawk in 2023? - grodog's Thoughts
Allan.
Allan.
I think Forgotten realms could work for this as well. It is another setting that I love, even if it has been released piecemeal in 5e. There is something about Greyhawk as the OG, though, as it grew out of the Gygax group's first campaign, then intentionally added on so as to allow for those blank spaces expressly for DMs to play in.A question about your first point (sandboxability)
In what way do you feel Greyhawk is better at facilitating sandbox play than another setting.
As an example, I feel like your exercise at crafting a starting seaside town from a map blank space could have been also done in the Forgotten Realms along the Moonsea as an example.
A question about your first point (sandboxability)
In what way do you feel Greyhawk is better at facilitating sandbox play than another setting.
As an example, I feel like your exercise at crafting a starting seaside town from a map blank space could have been also done in the Forgotten Realms along the Moonsea as an example.
Part of the issue is the fact that the Realms timeline keeps getting pushed forward, often with "Realms Shattering Events." The setting appears to be designed for big story events, in the vein of modern APs, rather than simple sandbox adventuring. While you can use FR that way, it's possible that some event is going to happen in the official timeline to ruin the area your game is in.A question about your first point (sandboxability)
In what way do you feel Greyhawk is better at facilitating sandbox play than another setting.
As an example, I feel like your exercise at crafting a starting seaside town from a map blank space could have been also done in the Forgotten Realms along the Moonsea as an example.
This is precisely the reason why I love running many, if not most, of my games in the Nentir Vale, which is also open-ended and contemporary enough to easily permit newer character options (e.g., ancestries, classes, etc.). It's easy to plug new things into the setting because of its aforementioned blanks since a lot of the themes of its mythos (e.g., Dawn War, World Axis, etc.) do the heavy lifting for hooks.I can't speak for anyone else.
My own perspective is that Greyhawk hits a good sweet spot between giving information and leaving things blank.
There's enough information to give the feel of a living setting with established lore. At the same time, the map has blank spots and areas for growth.
How those two things work in concert is that the lore is enough (and flexible enough) to allow a lot of things to be logically extrapolated to fit into the blank spots in a variety of ways; the blank spots are positioned where they are open-ended but near enough to the solid pieces that a group isn't left completely without inspiration.
This is precisely the reason why I love running many, if not most, of my games in the Nentir Vale, which is also open-ended and contemporary enough to easily permit newer character options (e.g., ancestries, classes, etc.). It's easy to plug new things into the setting because of its aforementioned blanks since a lot of the themes of its mythos (e.g., Dawn War, World Axis, etc.) do the heavy lifting for hooks.