The World of Greyhawk, the world created by the originators
through play. The world of the true pioneers of our hobby! You know it already.
It is the world designed for very advanced users of the game. The nay-sayers
like to say that TSR kept Greyhawk from Gygax when he left the company, just to
bury it. The world of Oerth never got the amount of support shown to the other
settings, but that is why it is so favorable! You buy the box set, read the
little pamphlets and look at the map, and you start writing! Much of the support
that was given to Greyhawk was ignored. It is a world that supports the
imagination, each table running the box completely different from one another.
Today this setting is a huge cult hit: You want to go back to the roots of
D&D; you roll up some Greyhawk characters and see what happens!
By 1989, the thought of discontinuing the setting was nixed.
While the company was slowly and carefully establishing Forgotten Realms to be
as marketable as possible, they needed to keep some income flowing, thus the Greyhawk Adventures product line was
kept as a grindhouse-like money maker. Modules for the setting paid the bills,
and they suffered from a lack of quality.
I thought that it was Dragonlance that first entered the 2e
era, but I had totally forgotten about Product 2023: Greyhawk Adventures,
written by James Ward and published in August of 1988. It isn’t a true 2e book:
it is a hardcover with the compatibility starburst, that attempted to introduce
the world to 2nd Edition, but they didn’t have much information to
work with! The quality of the material inside is extremely high, and not found
in any other book out there. Ward credits it as a fan created project: he solicited the D&D community to give him
feedback, and feedback he got! What this book reads like is a huge, hardcover
issue of Dragon Magazine, focused completely on the world of Greyhawk, and it
is awesome!
There are very few 2e mechanics in the book, namely THAC0
and the spheres & schools of magic system was hinted to. While this hardcover wasn’t as functional as Forgotten
Realms Adventures was, it is still a really really great book! As far as
Greyhawk goes, it was marketed to advanced users of the game; users that could
competently make their own conversions, so the designers could get away with
just addressing the barest minimum to the setting.
While Greyhawk Adventures addressed what was added,
it was up to a mega-module called WG8 Fate of Istus to address what was
to be taken away. Again, this module does not run as a 2e product, it is
intended for established 1st Edition player characters, but by the
end of it, it says that all of the characters will be 2e compatible.
The module itself has four different authors, and it is
written in a very grindhouse style so there really is no way to actually run
this product smoothly, not logically anyway. It is a collection of ten mini
adventures in which each 1st edition PC class is tested and their
fates are decided. I personally don’t think that this product is all that
necessary, however it does have a few positive points worthy of noting, namely
the fact that there is a lot of stuff that a DM can lift from this booklet!
NPCs, maps, descriptions, items; as a whole, the product isn’t very strong,
however, cut up, it’s basic parts are desirable to a DM who is strapped for
time filling in sections of his world that don’t really require his attention;
but the best reason is actually one of the books greatest failures, it is a
chance to compare the writings of 4 very talented men; specifically, this book
features one of the few times that you can actually read the work of the
legendary Robert J. Kuntz. That alone is worth the price of admission!
Module WG8 seems to be more of a product to be read, than
one that should actually be ran. DM’s who had ran parts of it were happy with
the results, however many agree that as a whole, it is deeply interesting but
something to be ran only if you want to make your players miserable. Is it
worth owning? YES! But I would recommend Fate of Istus as a PDF. In
regards to Greyhawk Adventures, I rate that product as a B, just because
it is so damned fun! I’m not sure how usable the thing really is, but you will
still love reading it. It offers unique spell lists from major NPCs that are
cool (many names you’ll recognize from the PHB), and written in the style of Ed
Greenwood’s Dragon Magazine articles. It also features unique monsters (a few
making appearances in the Greyhawk Monster Appendix), and a system for running
0th level PCs.
OVERVIEW
Greyhawk users are a different breed of player that put
self-expression and invention over established canon; as far as I am concerned,
Greyhawk as a setting has been completed for a very, very long time! There is
still some gold to be mined from published works, but they are far and in
between. The lessons of Greyhawk can spill over to the other settings! Even
Forgotten Realms works best when most of the supplemental material is
completely ignored! A designer’s vision is best established through play, not
through memorizing a bookshelf of stuff created by others. Where one user sees
an overly generic and incomplete world, what one is really looking at is
freedom! 2e didn’t force itself on the setting, if it did then it would had
been ruined. Advanced users know that you can still use the 2e system as well
as keeping what they really love from the first edition rules and be fine! While
Greyhawk was a huge financial failure, as art, I feel that it is far superior
to any other product out on the market.