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Dragonhelm wrote:Why were the Greyhawk Wars considered to be bad for the setting? What changes were made that didn't sit well with GH fans?
Boddynock wrote:I'm curious looking at pre-GH war map (courtesy of this site http://www.highprogrammer.com/alan/gami ... index.html)
what Iuz was up to pre-war, did he have basically a small kingdom that expanded during the war or was he just wandering around causing trouble? Granted All I have is the 3.5 Living Greyhawk Gazetteer so I only know about post war Flanaess. Seems like an interesting time to adventure.
Samwise wrote:Details about what specifically was "wrong" with the Greyhawk Wars varies somewhat, but the complaints generally hit on three main issues regarding flavor:
1. It made the setting too black and white/Good vs. Evil, and reduced/eliminated the "grey"/balance element.
2. It made the setting too political.
3. It made the setting too high fantasy/Tolkien.
Often all of the above are followed with "like the Forgotten Realms".
For me, the first two are utter nonsense, though the last is pretty justified with the hackjob on the Spindrift Isles.

Havard wrote:This is a pretty interesting thread. Quite useful for those of us who are less familiar with Greyhawk too
I could see arguments for using both the pre-war and post war setting, but I do think that Campaign settings should evolve over time.
Havard

Dread Delgath wrote:I disagree with you about campaign settings evolving over time, Havard.I don't see the need to do it, since I usually run or play in sandbox campaigns where our group can move things in a completely different direction which nullifies any official, progressive campaign setting updates.
Dread Delgath wrote:I disagree with you about campaign settings evolving over time, Havard.I don't see the need to do it, since I usually run or play in sandbox campaigns where our group can move things in a completely different direction which nullifies any official, progressive campaign setting updates. Extra details on places that had little to no detail in an original released product (like what the 1983 GH box set did for the 1981 GH Folio) but using the majority of the GH Wars meant nullifying nearly everything some of what my players had worked for or accomplished.
Havard wrote:Although I'm not really sure I like the Sandbox concept on a whole, I think TSR made a big mistake in the way they chose to evolve their settings. I think creating different eras is a much better way of doing it, than updating the setting every year.
MWP almost got it right, although the Age of Mortals begins way to soon after the War of the Lance.
When I say "new sandbox", I dont mean that they could come up with an entirely new setting though. A new era should ideally try to capture the essence of the setting, yet retaining an atmosphere of its own.

Dragonhelm wrote:Could it be, too, that Greyhawk Wars didn't go over well since it changed the world from Gary Gygax's vision?

Samwise wrote:The problem with different eras is ultimately the same as the problem with advancing the setting - you wind up with stuff that must happen in the future if playing in the past. No killing off pivotal characters or what not before their time.
Likewise the problem with never advancing a setting is that ultimately you will wind up with products that are just as incompatible with the development of any particular group as the advancement of the setting you chose to do is.
The real key is in how you advance the setting. If it is done with a series of adventures that involve very direct involvement by the players, with a good story, then you can bring your fans and customers along with you as you evolve your setting.
On this account, From the Ashes failed horribly, as it had only two poorly distributed adventures leading into it, one truly horrible "wargame" to play out the changes, and two rather atrocious adventures actually for play during the wars.
Contrast this to say the various adventures for Twilight: 2000, particularly the first series set in Poland. Or look at TORG, and how player feedback to published adventures and adventure seeds affected future products.
Dread Delgath wrote:TORG: I bought the set when it first came out, but immediately disliked it for the system it used. I was short on players, so no other opinions or game system knowledge backgrounds to bounce this game off of. But I do recall that this was the first time a published game (to my knowledge) ever tried to incorporate individual gaming groups into writing the events that shaped the world in TORG. I thought it was a great idea, but, as I said - I didn't have a gaming group at the time, nor did I know any RPGers anywhere near me, so there was no way to try this out.

Dread Delgath wrote:TORG: I disliked the system, but I did like the way the world was set up & presented. It's been close to 20 years since I looked at TORG, so I don't even recall even some of the rules, but I do recall something like the "benchmarks" where abilities were based on exponential numbers. I hate algebra, particularly exponents, and I strongly urge any fledgling, future game designers against using algebraic math in their game designs.
Havard wrote:Dread Delgath wrote:TORG: I disliked the system, but I did like the way the world was set up & presented. It's been close to 20 years since I looked at TORG, so I don't even recall even some of the rules, but I do recall something like the "benchmarks" where abilities were based on exponential numbers. I hate algebra, particularly exponents, and I strongly urge any fledgling, future game designers against using algebraic math in their game designs.
Hehe!
The brilliant thing about using exponential numbers is that it allowed TORG to run anything from man to man combat to space ship battles with the same system, without getting into situations like in D20 where you have extremely high numbers and the die roll doesnt matter anymore. This is especially useful in a cross genre game like TORG of course, where you could end up with situations like th Pegasus riding fantasy warrior setting out to destroy the Death Star...![]()
We didn't quite get there, but my Austrialian "I can fix anything" pilot did go against a dragon with his salvaged combat helicopter...![]()
Havard

Havard wrote:Interesting points Samwise!
It occurs to me that the problem isn't different eras, but how the products are presented. IMO TSR had a fairly autoritarian style in their presentation of their products; "These are the rules", "here is what has happened" etc.
It would have been much better if, when introducing a new era, they would include suggestions on how to adapt this to the events having taken place in the individual campaign instead of just forcing the same deal on everyone. It is possible that they were mostly aiming at new customer groups who had not played in the earlier setting, but this strategy seems like you are ignoring at least 50% of your customer base.
That would certainly affect things. To some degree, the same is true for Mystara. I wouldn't go as far in my criticism of Wrath of the Immortals, but the world changing module was flawed if not all bad. The same thing for Dragonlance with Dragons of Summer Flame I guess, which was a fairly controversial novel at the time. In both of these cases, executive decisions seriously harmed the end products compared to the plans of the writers.
Ah yes! Imagine if TORG had happened after the Internet became what it is today. I love how the outcome of various modules affected the course of the war. I wouldn't go as far as to say that this is the only way to go, but a more interactive approach with the fans is welcome, and I'm surprised we dont see more of that today, actually. I can see how that was more difficult in the past though.
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