Subj:  Grey in the Hawk1
Date:  96-07-26 22:44:41 EDT
From:  NiteScreed      

What does it mean for a product or adventure or even an 
entirely new creation to be suitably "Greyhawk?"  

Criteria No. 1  Applied Internal Historic Consistency

     Greyhawk has a strong internal sense of history that is 
consistently applied in all "Greyhawk" products or 
creations. However, not every product published under the 
name "Greyhawk" meets this criteria. 
     Greyhawk is a storied realm.  It's seminal figures, 
good and ill, are interwoven throughout the setting.  It has 
a defined history that strongly influences the present and 
future of the setting.  Greyhawk's history is not a footnote 
but an integral part of the setting that must be understood 
to truly comprehend the relationships among men, nations and 
even gods.  True "Greyhawk" products or creations build on 
this history, incorporate it and develop it.  The best such 
products or creations leave enough open ends to allow for 
further such development.  More mediocre attempt closure of 
every loose thread.   


Criteria No. 2  Player Resolution of Critical Events

     The seminal events in Greyhawk's current history and 
development are all presented such that the players may not 
only take part but play a leading role.
     Players could fight the Greyhawk Wars.  Players 
defeated the hordes of the Temple of Elemental Evil.  
Players defeated Lolth.  Players turned the tide as Iuz aced Vecna.  
     In the Forgotten Realms, for example, Ao decrees an 
event and the players get to clean up in the aftermath.  
Cyric destroys Zhentil Keep offstage and the players get to 
delve into the ruins. Gods die to be replaced by mortals and 
the players watch. Elminster sends players on a mission but 
ultimately keeps from them the greater goal the mission 
serves.
     When you play in Greyhawk, you join in the weaving of a 
tapestry of which you are a vital part.  Greyhawk is about 
your story in the context of Greyhawk's story.  Roleplaying 
in Greyhawk involves playing your part in the longest 
running AD&D campaign in existence.  It is bigger than you 
are but you can become as great as it is.  That is the 
essence of Greyhawk's history.  It enfolds, informs and 
connects every part of the setting and all who play there of 
any length of time.  


Criteria No. 3  NPCs Reward More Often Than They Advise or 
Direct

     NPC's in Greyhawk are not godlike figures who direct 
the course of events upon which your character is washed 
like the tide. Neither do they persistently show up to 
advise you.  They may do both but more often they serve as 
the measuring stick against which your character's 
performance can be judged and serve to reward your character 
by recognizing their accomplishments or otherwise admitting 
your character into their august company.
     The Circle of Eight are aloof.  They do not want to be 
your buddy.  Neither do they have a laundry list of chores 
for you to perform.  Rather, in Greyhawk you will find 
adventure without such NPCs suggesting it.
     In the Forgotten Realms, for example, Elminster is 
famous for sending characters on their way.  The Harpers do 
the same. Ultimately, Elminster or the Harpers play the 
directing role and may indeed appear to steal the show or 
otherwise claim ultimate victory.
     In Greyhawk, YOU are the hero.  Without assistance from 
the likes of the Circle of Eight and without them acting as 
a safety net.  You can go your own way, in fact, without 
them ever troubling you.  This cannot be so simply said in 
settings such as the Forgotten Realms and has not a little 
to do with Criteria No. 2 (Player Resolution of Critical 
Events in Greyhawk vs. NPC Resolution of Critical Events in 
FR).

Criteria No. 4  Persistent Personified Evil

     Evil in Greyhawk is persistent.  It is halted, checked 
or imprisoned but it is not defeated with finality for all 
time.  The triumph over evil is a relative thing, ultimately 
transitory.
     Evil in Greyhawk is personified.  Evil has faces and 
names attached to it that ring down through the setting's 
history.  It is not an evil that pops up purely to give the 
players something to strive against and defeat before moving 
on to the next evil that similarly appears out of relative 
nowhere.
     Vecna, Iuz, Lolth, Tharzidun, the Scarlet Brotherhood, 
Aerdi, Kas, even Turrosh Mak, all met this criteria.  They 
are highly personified forces that spring from the settings 
specific history. By comparison, evil in the Forgotten 
Realms is of the pop-up variety save for the Red Wizards and 
Zhentrim.  Menaces appear from nowhere or with on the spot 
histories that never before appeared in the setting.  
Greyhawk allows for this type of toaster villainy but it 
also established from the first villains of a historic 
character that transcend the needs of the adventure of the 
moment.

Criteria No. 5   Villainous Variety 

     Villainy in Greyhawk runs the gambit from the cosmic 
menace of Tharzidun, to the planar peril of Lolth, to the 
cambion menace of Iuz, to the purely moral menace of Turrosh 
Mak.  Their is variety in the villainy.  Villainy in 
Greyhawk is like a box of chocolates from Hell; you never 
know for sure what you are going to get (Best Example: The 
Giant Series).  Greyhawk's villains do not announce 
themselves; you have to figure it out.
     Compare villainy in the Forgotten Realms.  The variety 
isn't there.  You have scads of godly villains.  The Red 
Wizards.  The Zhents.  It is feast or famine.  And FR 
villains have signature trademarks that all but announce who 
you are facing, unless of course it is an evil toaster 
pastry. 
     Villains in Greyhawk will also turn on each other.  The 
Iuz/Vecna conflict being perhaps the most famous.  In other 
settings, villains are villains, identified by their clearly 
visible placards, sandwich signs or more "subtly" their 
black attire.  You can count on them to always do the wrong 
thing.
     Greyhawk keeps you guessing.  Like a good Call of 
Cthulthu adventure.

Criteria No. 6  Heroism With a Price

     Greyhawk's heros rarely slay the evil wizard, who will 
trouble the land no more, to the full voiced cheers of the 
crowd.  Best Iuz and you are marked.  He will be back but 
you will have to deal with a likely enraged Zuggotomy in the 
meanwhile.  Greyhawk's villains don't exist in a vacuum and 
neither do Greyhwk's heroes. Everything is linked.
     Heroism has a meaning within the setting that makes it 
more than a solitary act echoing in the vastness.  It 
attracts attention, good and ill.  It is immediate and 
brings a notoriety that other settings can only talk about.  
Notables exist to recognize your accomplishments and to 
measure you against themselves and the foe you defeated.  
And, they will have likely played little or no role in your 
victory.  Evil too takes your measure for darker reasons.
     This criterion can best be seen in the breach.  The 
interconnection of people and places and the loose ends 
creates this effect, though few published adventures use it 
to motivate future adventures.  The revised supermodule 
series provides the greatest opportunity on this score.

Criteria No. 7  Militant Neutrality

     On Oerth, the forces of neutrality are arguably at 
least as powerful as those of good and evil and certainly as 
active.

     Iquander alone has accurately defined this 
characteristic of Greyhawk and I acknowledge his work.  
Greyhawk is not concerned with the triumph of good over 
evil.  The very nature of the evils loose on Oerth makes 
such triumphs fleeting at best.  Greyhawk endures evil and 
circumvents it.  It does not defeat it.
     Evil forces, of course, will attempt to conquer Oerth.  
And just as certainly they will be opposed by forces who 
will seek to banish evil from the world.  Neither will 
succeed.  Neither in the long history of Oerth has ever 
succeeded.  Good and evil are well enough matched that 
outcomes are never certain and always close calls one way or 
the other.  
     Moreover, evil on Oerth is not monolithic.  Various 
demon lords and ladies contend with each other.  Iuz battles 
Vecna.  Kas seeks Vecna's destruction.  Iuz feuds with his 
mother and father. Evil beings are true to no one save 
themselves.
     Perhaps accounting for all of this, Oerth has strong 
and active neutrally aligned forces, working to preserve a 
balance between good and evil.  While hardly organized, 
these forces nonetheless manage to be quite effective.  The 
Circle of Eight, mighty wizards all, seeks a middle path.  
Istus, the divine Lady of Fate, tests all but favors none.  
Druids are a quiet but ever present presence.  Indeed, many 
of Greyhawk's deities reflect a distinct neutral bent.
     Compare Toril.  Evil is overmatched by Elminster, the 
Seven Sisters (good aligned minions of the goddess of 
magic), the Harpers, the Lords of Waterdeep and activist 
gods.  Evil is on the run and kept that way.  It has but few 
strong holds and is highly transient, rarely surviving long 
enough to present more than a temporary challenge.  Good 
triumphs on Toril.  The dragon is slain, never to rise.  The 
horror you never heard of before yesterday is laid to rest.  
The bad gods are thrown down!
     The differences could not be more striking.  Greyhawk 
is about struggle against evenly matched and long standing 
opponents.  FR is about victory over transient and 
overmatched opponents.

Criteria No. 8  Personal Magics

     Greyhawk is not a low fantasy setting save by 
comparison to settings on magical overload.  Birthright is a 
low fantasy setting. The Forgotten Realms is a high fantasy 
setting.  Greyhawk falls in between.
     What distinguishes magic in Greyhawk is that it is 
highly personalized.  Look at the spells.  Mordenkain's 
this.  Nystul's that.  Otiluke's the other.  Magic is 
personalized by any wizard not of the hedge variety.  Look 
at the artifacts for still more proof.  What Birthright 
strives to achieve sparingly, Greyhawk has already 
accomplished in fair profusion.  Spells have a history as 
due magic items.  While there are +1 swords of no certain 
fame, many are the items with specific histories.  Look at 
the Greyhawk Adventures hardback.
     Similarly magical instruction in Greyhawk is personal. 
Greyhawk does not know great guilds of wizards but 
flourishes with a developed system of apprenticeships.  One 
need but look at the Circle of Eight to see this.  They, 
with one, possibly two, exceptions, belong to no guild of 
mages, and they that do belong do so as patrons at best and 
more probably as figureheads.  Neither can the Circle itself 
be considered a guild.  This mighty example and the utter 
lack of a single magical guild of any note, fairly well 
makes the case.  
     I will at a later point post more directly on this 
subject as I found the article in the Oerth Journal about 
wizardly organizations purest fantasy, out of keeping with 
the available information on magic in Greyhawk, though the 
article was still interesting for all that.  

These then are the eight traits that define the Greyhawk 
feel. Most critical are 1st (Applied Internal Historic 
Consistency), 4th (Persistent Personified Evil) and 7th 
(Militant Neutrality) points. At the barest minimum to be 
considered truly "Greyhawk" a product or creation must 
adhere to these three criteria.  Better products or 
creations adhere to progressively more of these criteria.

Without doing a full dress analysis of From the Ashes, I 
think we can see that it utterly fails to adhere to the 7th 
criterion.  FtA throws neutrality out the window in favor of 
paring off goods and evils in a Flaneass tilted wildly 
toward evil.  Furondy/Nyrond is pared off with Iuz.  Aerdi 
is pared off with Nyrond.  Keoland is paired off with the 
Scarlet Brotherhood/Pomarj.  While overall, evil is clearly 
ascendent.  This sort of dark fantasy, whatever its merits 
otherwise, defies the tradition of active neutrality that 
defined Greyhawk beforehand.  That about half all WoG 
players rejected FtA supports this hypothesis.  FtA's 
designers, to include the Greyhawk Wars, were ignorant, 
willfully or otherwise, of the setting in which they worked.  
The resulting products while technically proficient, even 
well done on their own merits, were sadly lacking in that 
Greyhawk feel.  Of course, some would choose to ignore this, 
finding the change "bracing," others with duller senses 
wouldn't even notice.

In any event, now we have a list of what puts the Grey in 
the Hawk. This list is by no means exclusive.  I may have 
overlooked something and I know some listed criteria are of 
lesser note than others or mere permutations.  However, I 
think overall the list can stand up to close scrutiny.  Have 
at it.

NightScreed

Subj:  Re: Grey in the Hawk
Date:  96-07-28 00:53:02 EDT
From:  Nellisir        

I've yet to get ahold of FtA, so I could be really wrong with this thought.

It's possible that the events in FtA, specifically the rise of Iuz & the
Scarlet Brotherhood, have served to polarize the members of the Balance --
which IS what they are there for.  Since Iuz and co. have done so well
tilting Oerth towards evil, the champions of the Balance would seem, for the
time, to be more inclined towards goodness.

Just a thought.

Nell.

Re:Grey in the Hawk
Date:  96-07-28 01:44:23 EDT
From:  JohnH10337      

Nite,

A good batch of posts there, which rather succinctly (and tartly) illustrates
What Greyhawk Means To Most Of Us Here.

Your post about Notoriety reminded me of Carl Sargent's adventure "City of
Skulls," and how the PC's could accrue Notoriety Points based on their
actions and obviousness within Doraaka whilst on their rescue mission. I
thought it was a great idea, and one which hinted at further consequences
down the line for the characters. Imagine doing that to some of the
"supermodules" (A1-4, GDQ1-7, T1-4, etc)...

JohnH

Subj:  Re:Grey in the Hawk
Date:  96-07-28 03:29:31 EDT
From:  Iquander        

Let it be said that there is no one on AOL who can get to the point like
Nitescreed.  While I have often found myself at the receiving end of that
point, I must say that his "Putting the Grey in Hawk" posts are perhaps the
most definitive posts I've seen on the subject (as, I believe, were his
"maturity" posts ages ago).  

A while back, Roger Moore, while still filtering his posts through Rob Repp,
wrote up a short list about the commonalties of the various Greyhawk
adventures.  His list was functional, but as it was limited in scope (dealing
with only the modules he could remember at the time--and let me say that
Roger has become quite a guru on Greyhawk since then) and ultimately failed
to really capture the full essence of a Greyhawk campaign.  

Nitescreed, my friend, you've done it.

It's funny, because I know Sam's been clamoring for this type of discussion
for the last few folders, and it's been on my mind, as well.  I think part of
what was so frustrating about the topic is that most of us _know_ what makes
a Greyhawk campaign special to us, but because we are so close to it, we have
difficulty putting it to paper, so to speak.

I agree with everything but two paragraphs in Screed's posts (more on that
later).  More specifically, I'm glad that someone else has picked out the
overwhelming emphasis of neutrality on Oerik, and on the planet itself.  I'll
get to FtA in a minute, but I will say now that I think leaving the
Quasi-Deities out of that product was a mistake for precisely this reason.
_They_, more than anyone else, act as the sort of "keepers of the neutral
flame," and while I think a notion of "The Balance" as an actual Oerth-wide
organization (a la New Infinities) is a bit simplistic, the Quasi Deities
are, or should be, very real forces in a Greyhawk campaign.

And now to my only point of contention:  Magic Guilds.  We could argue that
Gygax had a different view of the Guild of Wizardry and the Society of Magi
than was presented in "City of Greyhawk" (and, having read all of his related
fiction, I think it's probably fair to say that he did), but I don't think
that guilds or organizations take away anything from a Greyhawk campaign.

Surely, entire learning institutions based upon schools of magic is a tad
extreme, but I do not think it so odd that a number of mages would come
together to share secrets and socialize.  Remember that this is still a very
regional thing (especially with the article in the Oerth Journal which was
one of my favorites to date), and is nothing like the continent-wide "Order
of High Sorcery" of Krynn.

I think your point that there are members of the Circle of Eight unassociated
with a guild is well made, and should serve as a model for the development of
guilds across the Flanaess, should a DM choose to invent such things.

Finally, based upon your criteria, I am forced to agree that, in many ways,
From the Ashes is a failure.  Whoever posted that a dualistic approach was
necessary from the minute they decided to turn the whole thing into a board
game is entirely correct, and I think this was an unfortunate development.
Carl wasn't left with much and, in hindsight, he probably could have done
much better at reconciling the Wars material with the way Greyhawk used to
be.  Still, his source material shines as some of the better RPG products I
have read and, though I have never run a post-Wars campaign, I have found
more use from those books than I have of most others.

I think, Nitescreed, that your criteria should be used as a measuring stick
for all future Greyhawk creations.

Bravo.

Iquander

Re: Grey in the Hawk -- agai
Date:  96-07-28 16:44:36 EDT
From:  NiteScreed      

It is written by Nellsir:

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