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  1. MerricB

    D&D General [+] Tell me about Greyhawk

    Roger E Moore worked at TSR from May 1983 until it was acquired by Wizards in 1997; he left Wizards in late 2000. He was very prominent as the editor of Dragon Magazine for many years. Cheers, Merric
  2. MerricB

    D&D General [+] Tell me about Greyhawk

    The FR one had a lot more on key NPCs. That was the most striking thing about it - and I found them very evocative.
  3. MerricB

    D&D General "Player Skill" versus DM Ingenuity as a playstyle.

    It turns out that when there's SO MUCH STUFF out there, even dedicated players can't remember it all. :) Which is why in 3E you have Knowledge skills to "remember" the weaknesses of monsters, because there were so many (certainly in 2E) that players never knew what they were facing.
  4. MerricB

    D&D General [+] Tell me about Greyhawk

    "Generic fantasy" also means - in large part - "relatable fantasy". It's very easy to come up with a fantasy that no-one appreciates. Having touchstones that people vibe with is actually quite important! Cheers, Merric
  5. MerricB

    D&D General [+] Tell me about Greyhawk

    Greyhawk is, for us, generic D&D fantasy. This isn't surprising. The Forgotten Realms likewise feel like generic D&D fantasy these days, but Greyhawk has some significant differences that make it a lot more fun for me - at least. (I love the Realms; I love Greyhawk more). Most important in that...
  6. MerricB

    D&D General [+] Tell me about Greyhawk

    The best book to pick up for Greyhawk Lore is the Living Greyhawk Gazetteer. While I don't like all of it, there's no doubt it's the deepest dive into Greyhawk lore. The starting point for everything is the 1983 boxed set of the World of Greyhawk Fantasy Setting. (There was a folio that...
  7. MerricB

    D&D General "Player Skill" versus DM Ingenuity as a playstyle.

    Why are there ten-foot poles in the equipment lists? Because players asked for them in the games when they worked out they were the solution to problems like concealed pit traps. But by including them in the rules, the designers spoiled the answer for future gamers.
  8. MerricB

    D&D (2024) Greyhawk Confirmed. Tell Me Why.

    My betting is that... not very much. I think they'll concentrate on a few core areas. I'm not really expecting a gazetteer of every area. Instead, a few highlights - and then the full map. But if they add it to the approved settings of the DMs Guild, we'll then have a lot of fun! Cheers, Merric
  9. MerricB

    D&D (2024) Greyhawk Confirmed. Tell Me Why.

    One of the fun things in early D&D is watching the level limits go up and up for demi-humans.
  10. MerricB

    D&D (2024) How Does Greyhawk Fit In To The New Edition?

    WG7 Castle Greyhawk is the one Greyhawk fans have nightmares about. (AD&D TSR, 1988) WGR1 Greyhawk Ruins (AD&D 2E, TSR, 1990) is a lot more serious. Not great, IMO, but has its moments. Expedition to the Ruins of Greyhawk (D&D 3E, Wizards, 2007) builds on the basis of Greyhawk Ruins, using...
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  12. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Level 13, and I think it'd be very easy to adapt. Cheers, Merric
  13. MerricB

    D&D (2024) Greyhawk Confirmed. Tell Me Why.

    Why Greyhawk? Because it's medieval Europe, to a large extent. You know, an actual setting that resonates with a lot of players because it's based on something real. (Same as Harry Potter takes known tropes and then does new things with them). The more you move away from familiar concepts, the...
  14. MerricB

    D&D (2024) How Does Greyhawk Fit In To The New Edition?

    I think this is awesome. (I also am very, very hopeful it means that Greyhawk opens up for the DMs Guild). The original release of Greyhawk was very bare bones. This was intentional. It's a springboard that DMs can set their existing campaigns in, and provides inspiration for what might lie...
  15. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Oh, definitely!
  16. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    Yeah. I sort of occasionally call them hourglass campaigns: you're in a small sandbox, you eventually move through to the next section, which is another bounded sandbox! :)
  17. MerricB

    WotC Vecna Eve of Ruin: Everything You Need To Know

    One of the funniest things about all of this is that I've already run a Rod of Seven Parts campaign in 5E, taking characters to level 20. (They needed it to defeat Xan Yae, who was raging against Veluna and fighting St Cuthbert on the Prime Material plane. It was bad!) That campaign ended a...
  18. MerricB

    Black Flag Tales of the Valiant is out (in PDF)! What do people think?

    Ah, the argument that 4E made for all the (core) missing monsters when it released.
  19. MerricB

    D&D General 5E, A5E, or ToV?

    With Uncharted Journeys, it presumes you make a journey in which - depending on length - 1 to 4 encounters take place. (Perhaps more, but unlikely). The way it is written is for journeys where the starting and end point are known, so it doesn't adapt that well to journeys of exploration (a big...
  20. MerricB

    D&D General 5E, A5E, or ToV?

    Having used Uncharted Journeys extensively and A Life Well Lived to a certain extent, while both have great ideas, their implementation is half-baked. There are significant problems with their assumptions and rules knowledge that make me think that any 5E variant from Cubicle 7 won't work well.
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