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WotC Invites You To Explore the World of Greyhawk
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<blockquote data-quote="pemerton" data-source="post: 9489520" data-attributes="member: 42582"><p>I'm not that interested in "official" - see this thread I started once: <a href="https://www.enworld.org/threads/do-you-care-about-setting-canon.492891/" target="_blank">D&D 5E - Do you care about setting "canon"?</a></p><p></p><p>I'm interested in <em>stuff that will help me play a RPG</em>.</p><p></p><p>When I wanted to start a Burning Wheel campaign, I wanted a port and a town that might house a wizard's tower. I opened up my Folio maps, and - there we go - we're in Hardby.</p><p></p><p>When I wanted to start a Torchbearer campaign, I wanted it to be north (because TB2e defaults to a northern European climate) and so opened up my maps and pointed to the are NE of the Nyr Dyv. And within half-an-hour we have one PC from a Wizard's Tower in the Bluff Hills, another from a Forgotten Temple Complex on the edge of the Pale, and another from an Elfhome in the Fellreev Forest.</p><p></p><p>35 (or so) years ago, when I started a B2 KotB campaign, I could set the Keep in the Shield Lands - the "border" was an obvious one. And then when the action moved to a town, we had Critwall not that far away.</p><p></p><p>For this sort of thing, any of the core GH products will do the job.</p><p></p><p>The Adventure Paths seem to me to be completely different in their function - they're not there to give me a setting from which I can make my game go; they're there to give me a whole game as a package. The fact that they're GH rather than FR or a world of their own invention seems almost arbitrary. In that respect I would say the G-D-Q modules are the same: they're not GH in any interesting fashion - they don't use the maps, the politics or the history.</p><p></p><p>Well, as I've said I don't care about "canon". But I do want do to FRPGing, and I find that the core GH products help me do this. They are great for it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9489520, member: 42582"] I'm not that interested in "official" - see this thread I started once: [URL="https://www.enworld.org/threads/do-you-care-about-setting-canon.492891/"]D&D 5E - Do you care about setting "canon"?[/URL] I'm interested in [I]stuff that will help me play a RPG[/I]. When I wanted to start a Burning Wheel campaign, I wanted a port and a town that might house a wizard's tower. I opened up my Folio maps, and - there we go - we're in Hardby. When I wanted to start a Torchbearer campaign, I wanted it to be north (because TB2e defaults to a northern European climate) and so opened up my maps and pointed to the are NE of the Nyr Dyv. And within half-an-hour we have one PC from a Wizard's Tower in the Bluff Hills, another from a Forgotten Temple Complex on the edge of the Pale, and another from an Elfhome in the Fellreev Forest. 35 (or so) years ago, when I started a B2 KotB campaign, I could set the Keep in the Shield Lands - the "border" was an obvious one. And then when the action moved to a town, we had Critwall not that far away. For this sort of thing, any of the core GH products will do the job. The Adventure Paths seem to me to be completely different in their function - they're not there to give me a setting from which I can make my game go; they're there to give me a whole game as a package. The fact that they're GH rather than FR or a world of their own invention seems almost arbitrary. In that respect I would say the G-D-Q modules are the same: they're not GH in any interesting fashion - they don't use the maps, the politics or the history. Well, as I've said I don't care about "canon". But I do want do to FRPGing, and I find that the core GH products help me do this. They are great for it. [/QUOTE]
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