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September 03, 2004

Guest Post: Living Greyhawk

Posted by Bryant on September 3, 2004 at 08:12 AM

My friend Brad Solberg, who I gamed with for about ten years, has gotten into Living Greyhawk recently. He was kind enough to write the following guest post, talking about his Living Greyhawk experiences and how they differ from the rest of his gaming.

The number one question my gamer friends ask me when they see me these days is "Tell me about this Living Greyhawk thing you are doing."

This is an essay on why a mature, adult gamer would want to join Living Greyhawk. There are good reasons for other people to play it too, but this is my story...

I'm a gamer who dates back to a bit before the Players Handbook for AD&D came out, and who did a year or so of wargames before that. Like many people I played a lot in college, drifting away from "by the book hack and slash" old school gaming into a variety of other systems (a lot of Hero games, various incarnations of Ars Magica, a splash of White Wolf, a decent run at Feng Shui and a bit of Amber diceless) plus other venues than the home tabletop (CRPG, Play-By-Email, open gaming at university gaming clubs, con one-shots, more recently even an MMORPG).

When I run, I tend to run big story arcs, with long-running players and characters who eventually get a chance to make their mark on the world. Which means most of my games are years in the making, before I sit down to get players involved.

I play a fair amount, but I've been frustrated as an adult in dealing with the scheduling problems of getting adults together to play more than one campaign. So mostly the last few years I played a single campaign and a few con one-shots and settled for an MMORPG as a poor substitute for the gaming I used to be able to do when younger.

November of last year, I was trolling the web and discovered something interesting, that the world of Greyhawk, where I began as a gamer, is now in the hands of gamers... it is something called a Living Campaign sponsored by WotC. For three years now the campaign setting has been changing, and changing entirely at the hands of the players of this campaign. What they do there is official... and they're 14,000 strong, all over the world.

Now I've run a few campaigns in my day with rotating gamemasters which supported a stable of players maybe 20-30 in number in a shared world. My mind boggled at the thought that somebody had organized something on this scale, and that it had been working for years. (I've since learned that RPGA has been around about 20 years doing similar things, but at the moment this is their most successful campaign from a numbers standpoint.)

With so many gamers, I figured I could get an extra game in from time to time, so I investigated further, even tried out an introductory game. My timing was good though, there happened to be a major con in November, one of two large ones for LG that are run in the bay area yearly. My wife decided she wanted to try too, so with some trepidation we sat down at the con.

So why play Living Greyhawk?

#1: you can get a game, and in fact you can have far more gaming than you have time to play. LG has 20 modules a year that anybody in the world can play, plus each region has 6-9 of their own, plus each 3 regions get another 6-8 shared modules that cross regions, plus every convention has a few "extra" interactives, which are what actually tends to change the world, and where you can team up with a small army of heroes to do really big things.

#2: you can get a game for YOUR CHARACTER (or characters). You don't have to settle for one-shot convention games, using pregenerated characters. You don't have to refrain from running a wizard because your wife is also running one.

#3: it's different. I guarantee you it is a different experience than a normal tabletop game. Some of this is due to the format, some due to the morality and some do to the fact that Greyhawk is and remains a fantastic fantasy world with a lot of regional flavor and depth. What I find is that Living Greyhawk makes me appreciate my normal game, and my normal game makes me appreciate Living Greyhawk. Both give me something the other lacks.

#4: you can do as much or as little as you want, and still get to play. In this it resembles an MMORPG in a lot of respects. If you are willing to go to cons and to play pickup games with somebody other than your "usual" group, it really doesn't matter if your character advances faster or slower than your "peers" and if you die or whatever and "fall behind" it doesn't really matter all that much.

To understand all this, I'm going to talk a bit about the format and how it influences play.

Episodic Modules

A given adventure is designed to run 4-5 hours, but when not at a convention this often stretches out quite a bit while players chew on the scenery. Storylines stretch over several modules and often several years and most people make an attempt to continue stories with the same character barring permanent death or some major in-character conflict that makes them prefer bringing in a new guy. The modules are designed to scale to many level ranges, not always perfectly. The modules are written by volunteers, edited by volunteers, playtested by volunteers and produced in a hurry. Therefore the mods might not be perfectly edited and playbalanced. The GM who runs the module can have a big influence on how it plays, but he's supposed to remain as true to the mod as he can.

The feel is a lot like a long-running television show, in that each episode has a story, a hook, a certain amount of plot elements and conflicts that, D&D being D&D, are mostly resolved with nail-biting combat.

At the end you get the payoff, a fixed amount of XP and gold depending on the average level of the party, plus access to buy items found in the adventure. The rewards could be the subject of another study -- trust me that they're valued, but also control character advancement and keep you somewhat behind D&D recommended character loot levels. Adventures also take time, and every character is limited in playtime per year. If you don't accomplish all the goals in the adventure, you don't get all the rewards but you spend the full amount of time and lose your only chance to play the module.

One side-effect is that unlike in some normal tabletop games, most players are very focused on helping the GM move the plot along. If the hook doesn't fit your character, you find a reason to participate; the GM doesn't have to coax you. If the party is stumped on what to do next, most GMs will find a way to get them back on track and the players will gratefully seize on it without worrying too much about how "realistic" it is. I play with a lot of picky continuity types normally, but Living Greyhawk heroes tend to worry less about such things.

Modules retire in 2 years (given release schedules this really means each mod has a lifetime of 1-2 years) so there is always a burning desire to not miss any near retirement and also excitement about the new ones coming out now (there are ALWAYS new mods coming out...)

The feel is... very unlike a normal tabletop game, which tend to resemble a long-running comic book in that the plot may not advance at all in a given session, or advance a lot, or the mix of roleplay and danger is a lot more uneven, etc., and it is also very hard to join in as a new guy, and hard on everyone else if you miss a session. The module system makes it VERY flexible to adult time constraints. If you can get 4 hours free and everyone at a table, you can have a game, and at the end your character is a bit better and has more war stories to tell.

Modules are secret to those who have not played them though, so you can only geek about the modules to non-Living Greyhawk types and to those who also played it (you can compare war stories, which is just a whole new kind of way to bore your non-gamer friends).

Party Variety

Gaming is a social occasion, but the impact is muted if you always play with the same people. My gaming contacts were dwindling to a handful of my old college friends who were willing to drive the extra hour to game at my house, rather than go next door to play with their more centrally located friends.

Now I know literally dozens of players and have managed to lure quite a few down to my neck of the woods. (I've also driven to games over 100 miles away.)

This means you get exposed to a lot of new playstyles, a lot of new tricks and a lot of oddball rules interpretations. All of which keep you on your toes. Also if you are a bit of a show-off like I am, who likes to do clever and unusual things with a character, you can pull off a good trick several times to a different audience. (My other tendency is to pick unpopular character archetypes in a campaign and make them highly effective... which is also fun.)

In addition to the variety of player and GM styles, your character will have to cope with an ever-changing group of companions. The feel is much more like a typical fantasy novel hero than the usual RPG "we were 6 guys who met in a bar and somehow decided to adventure forever after together." In Living Greyhawk, you encounter old friends at the table and clump with them, but there are almost always new faces (incharacter or out) and the party mix is usually far from the iconic "tank+scout+arcanist+healer" so you are always being stretched to fulfill new party roles and to shine in your speciality. When your half-orc with 12 intelligence and 6 charisma has to be the diplomat because the rest of the party is even dumber, or he's the only guy who speaks the language, or when your shiny party of religious fanatics who like to dress in bright white with glowing holy symbols and heavy armor are put in a stealth situation, it is fun to see how the party copes.

It's just different. And in a good way. The other thing I'll say is that it is surprisingly easy to group with strangers in Living Greyhawk, and that is because the players themselves tend to be excellent at teamwork and taking the "needed" party role, and most of the GM's are quite good. That's the rule. As in all social endeavors, there are exceptions, but it takes an unusually huge concentration of bad module, GM and players to really ruin a session. Usually if somebody at the table (and I'll include the module author in this) is not contributing to the success of the table, the rest of the people at the table will work around them. (Eg, an obnoxious non-team player will usually just be allowed whatever role he can handle and that he likes, and everyone else will quietly assume the rest of what is needed).

The World Itself

Greyhawk is one of the richest published fantasy settings and three years of relentless content writing by its fans have made it even richer. One thing about Living Greyhawk is that each physical geographic region in the world corresponds to an actual region in the world of the Greyhawk setting. As Greyhawk is a very diverse cultural patchwork, this means that what it means to be a hero in my region (A Theocracy with heavy emphasis on "freedom from" not "freedom to") is different than being a hero in the Free City Of Dyvvers (a town run by the local thieves guild). When you travel to a convention, your character travels across Flaness, and the flavor of the region really shows.

At a major con, half to two-thirds of the players at the table and all of the Judges will be from the local region (it is in fact illegal to judge a module if you aren't from the region or outside of the region, with very few exceptions). The foreigners who are visiting from elsewhere both get to feel the differing party dynamics and serve as a reflection so the locals can see that they ARE different. The modules themselves, of course, tell regional stories and are focused around the goals of the powers of that region, and that also lends itself to the feel. Most conventions have "interactives" of some kind: special sessions where wars are fought, major threats turned back or sometimes everyone goes out troll-hunting or just attending the coronation of a local king.

The stories in the modules and the interactives change the history of Greyhawk. The results of module playtests and premiers (and sometimes the author collects input for the life of the mod if he's running a very long storyline) are used to determine the fate and influence later modules/interactives. It's subtle though; there is no update to the Gazateer reflecting this precisely and the retired mods are not available for study. So if you don't play it you mostly rely on second hand stories from fellow heroes outside your region to know what is going on. (In your region, you probably helped make history.) You'll typically have enough time to make about 4 levels a year on a character who uses all his time... this means in a few years of play you become a mover and shaker in the land. At level 16 you retire except for rare big-con interactive events because the campaign setting doesn't really have people above level 15 who aren't "big names."

Morality

If you play a lot of grim-and-gritty games with ambiguous morality and interparty conflict and where you're never allowed a clean victory or a simple choice... Living Greyhawk can be a real nice change of pace.

No evil characters are allowed, and even the nongood and nonlawful types are supposed to play a hero of some kind... the kind who would find a reason to get involved in heroic adventures. Aside from that, you can play what you want. I can play a fanatical monk who believes his god is superior to all other gods and it works. I can play a greedy sorceress with a heart of gold too. The table dynamic will be different though, depending on which I play, and that is a lot of the fun... seeing all these different heroic interpretations working together to overcome the big threat. It ends up more like a buddy movie though, since you never interact long enough to get seriously on each other's nerves.

What this means is that you get to kick down the door and kill the bad guys, or turn them over to authorities or strip them of equipment and turn them loose in the woods that they helped corrupt or whatever suits your personal morality and that of the party and situation. Most victories seem clean at the time, at least to the characters (in one mod we turned over the plot item to the bad guys and thought it was the good guys, collected the reward and patted ourselves on the back. Heh).

In general, behaving like a hero is rewarded in Living Greyhawk, and when it isn't the "lack of reward" is heroic sacrifice for the greater good kind of stuff, which can be its own reward in terms of player fun. There is also Evil with a capital E to defeat.

Finally, Living Greyhawk is a PG campaign, which makes it a lot more friendly to new players than many homegames. There is no art, so there is no offensive art. There is no "yeah I played D&D but then the GM impregnated my character with a demon child and I quit" crap that a surprising number of potential female gamers have to put up with. None of the races or religions are real either, and while ingame prejudice exists, Living Greyhawk lets ANYONE sit at the table if they're willing to abide by the rules. (Minors need parental consent to join, that's about it.)

Rules and Achievement

The two go together for achievement oriented gamers. Without structure there is no proof you weren't given something. Without rules and challenging, fair GM's there is nothing to overcome. Without peers in the same environment, there is nothing to measure yourself against.

In Living Greyhawk, there is a lot of paperwork. The paperwork allows you to sit down with any other Living Greyhawk gamers and they know your character is legal and that it is probably adequately balanced with respect to cash, equipment, feats, etc. Your level indicates that that your character at least survived a certain number of adventures in the Living Greyhawk environment. It is a pain sometimes but it really makes it a ton easier to form games.

Your character will grow, and if you go to conventions (where you can play in as many as 10 different modules) it will grow fast. A new player can go from 1st to 3rd in one convention if he lives (and burn a lot of the time his character gets... my first character actually managed to use most of his 2003 time units between late November, when he started, and December 31st). You will find neat stuff, and spend your cash, and come to the table different than your peers. When you find folks who played the same stuff, you can talk about the stuff your character really did well in, or what scared the pants off him.

If you make the time to play a lot, you get to play. If you don't, you can still play. The only time differing rates of achievement matter is if you want to play with another PLAYER regularly. (Example: me and my wife). The solution is relatively simple -- the more active player makes a new character, one that doesn't have to limit itself to times when the less active player can play.

Because of the time restriction per year, most experienced Living Greyhawk players have several characters... which means it actually isn't that hard to get any level of table together even if the players have put very different amounts of time into the campaign as a whole. Generally, if you have 7 Living Greyhawk players, you can find one able to run a mod that nobody has played, and the other 6 can figure out a table mix that is legal out of their various characters.

GMing

There are tons of opportunities to run games too, and a tremendous amount of content generated to be run...and lots of players to come to your table. You have to pass a fairly easy rules test to judge and you have to learn the limits placed on you by the campaign. Largely you can't change rules, you can't make up houserules, you should run the mod in the spirit it was written and you should try to ensure everyone has a good time.

That's it. I find the freedom from having to build the world a relief. I still like worldbuilding, but to do it the way I like it and tailoring it to my party is something I can't trust as an adult... I don't have the time and the parties never seem to get their schedules functioning for the life of the campaign. So with this campaign I can scratch my GM itch without worrying about boring things that are way too much like my paying job to seem fun and without having to spend a lot of time I don't have fleshing out the background.

Anyway... I hope I've managed to convey some of the reasons why I'm spending a lot of my free time in the Living Greyhawk setting. I see it as not a replacement for "real" RPG's in a private campaign with long-running playes, but rather complementary. It has its strengths and it has its annoyances. They're different strengths and annoyances from normal RPGing. Each make you appreciate the other and enjoy both styles more.

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Comments

Wow. Cool essay. Thanks, Brad, and thanks, Bryant, for getting this here.

If you're reading this, Brad (or anyone else who knows), there's two things I'm curious about:

1. How "living" - in other words, how changeable, is Living Greyhawk? Can one group of PCs in Des Moines make major lasting changes to the world? Do nations ever go to war? Can you kill the Overking (or whatever the big old Emperor in Greyhawk was called - my copy of Greyhawk disappeared somewhere in the 1980s)?

2. "One thing about Living Greyhawk is that each physical geographic region in the world corresponds to an actual region in the world of the Greyhawk setting." Am I understanding this right: You mean that locations in the real world each have correspondences in Greyhawk? So California is the Great Steppes, and the UK is the Duchy of Ooga Booga, and Gary, Indiana is the Demonweb Pits? That kind of thing? If so, then that is strange (to me, anyway) and very cool. I can see how this would work quite powerfully to give each region its own feel, and also make it a really big deal if you ever got to travel to some very far away region. Which makes a lot of sense for a pseudo-medieval world - more sense then the kind of globe-trotting many D&D campaigns encourage.

Thanks again!

Posted by: Rob MacDougall at Sep 3, 2004 10:07:54 AM

Welcome to massively multiplayer tabletop roleplaying. :) WW is planning to institute something similar as a P&P analogue/adjuncy to the Camarilla LARP group.

Posted by: Jadasc at Sep 3, 2004 10:46:44 AM

Rob -- I can't answer question 1, but as to question 2, you are absolutely correct.

Hm... I do know that recently there was a draft in Bissel, which corresponds to New England, and that it was at least partially driven by PC actions. People were very upset because their PCs couldn't officially travel (since that would be draft dodging).

Jason -- /cool/. I want to learn more. I'd like to get in on that. Also, MMTTRPG is a great phrase.

Posted by: Bryant at Sep 3, 2004 11:00:51 AM

It sounds similar to the difference between a gameshop campaign and one among established friends. The limitations on characters and their motivations are strongly reminiscent of the Nesme guards campaign that was run at my local game shop under similar rules, but Living Greyhawk seems to be better implemented.

The ability to mix and match for whoever shows sounds great. Thanks for reporting.

Posted by: ScottM at Sep 3, 2004 1:01:31 PM

Intriguing. Thanks, Brad! I've also found it hard to find gaming on an adult's schedule, let alone a group of adults.

Moving to a new region where I know a lot fewer people hasn't helped any.

I think I'll investigate this. Anyone in the Greater Seattle Area involved, feel free to drop me a line!

Boy, I haven't played a level 1 character in any kind of D&D in years.

Posted by: Kirby at Sep 3, 2004 1:37:18 PM

This was a very good article -- I don't have more specific comments, but I just wanted to make clear that I liked it. :)

Posted by: Neel Krishnaswami at Sep 3, 2004 2:00:05 PM

I second Neel's comment.

Posted by: Ginger Stampley at Sep 3, 2004 2:49:44 PM

I'll third Neel's comment. ;) I just moved to a new state, and a friend of mine who was heavily into the RPGA recommended I check it out -- since I don't know anyone here.

This article makes me want to dive right into Living Greyhawk -- thanks Brad & Bryant!

Posted by: haiiro at Sep 3, 2004 7:20:04 PM

Brad's at a gaming con right now (possibly playing more Living Greyhawk *even as I type*) but I'll answer what I can.

1) It is relatively changeable but it's a "big" world, so it's hard to push it. I don't know if there's a lot of change at the Core (worldwide) level that's not driven by the circle of six, but I wouldn't be surprised if there were. Plot does advance, which is even more noticeable when it happens in bordering regions to the one you live in. For instance, there have been radical changes in Tenh (a neighbor of the Theocracy of the Pale) since I started playing, and it's been a very interesting plotline. Brad will be able to answer on the global level better than I can.

I do know that there are regional modules where the results are gathered up and then a region will change according to how most of the modules "came out". That drove the political changes in our region, for instance, and we recently had one of our twice-yearly regional conventions where the treatment/trial of a large class of people in our region was shaped according to politicking and actions by the PCs as a group. There will no doubt be lots more plot where this comes from. Some things that happen at interactive events can be pretty pivotal for your region, but in general the alternatives seem to be designed to not paint PCs into a corner, which is nice.

2) I was a little weirded out at first by how in-game regions were tied to real world regions, but now it seems pretty brilliant. Each region has its own special flavor and character, and sometimes you can tell what region someone else is from just by how their characters act or what kind of characters they're playing! It's loads of fun playing with people from other regions, and the regional modules all tend to be very expressive about local color.

Since the regional content is all vetted by the local Triad, and I believe they have a say over meta-regional content as well, cooperating with the other affected regions, it really is possible to get a nice sense of wonder when travelling to other parts of the world and sitting down at a table there. I'd really love to try playing in other regions, especially with my local yokel characters.

The Core modules are available to anyone in the world, and include "common" regions such as Greyhawk and most of the evil areas such as Iuz, Ahlissa, and the Great Kingdom. Therefore people from different regions have the ability to have some common experiences in these parts of the world. At least in our region, the modules tend to knit pretty well into the core regions. For example, since Tenh is a neighbor to us, major changes in Tenh tend to also show up in our regional modules. I did some mini-missions at the con which were related to the recent changes in Tenh and make me feel a part of the advancing plot there.

It really is a lot like an MMORPG, except for the online part. MMTTRPG is a great term!

Posted by: Flit at Sep 6, 2004 2:13:40 AM

Only in the bizarro world of gamers and computer people would a mouthful like "MMTTRPG" be considered a great term. :)

Posted by: Rob MacDougall at Sep 6, 2004 9:15:58 AM

But thanks, Flit and Bryant and all, for the answers! It's pretty nifty sounding. My inner thirteen year old is weeping that he never had the chance to play in such an amazing sandbox.

Posted by: Rob at Sep 6, 2004 9:17:31 AM

Excellent essay!

I've been involved in LG since it premiered at GenCon 2000. You do an excellent job of explaining the campaign. Though metaregions are made up of five to seven regions, rather than just three.

The best thing about Greyhawk is the regional individuality. I enjoy visiting other regions and having visitors at tables in my region.

I'm from Kansas City, pretty much in the middle of the area that corresponds to the Free and Independent City of Dyvers. It's a pretty chaotic place. One of my favorite examples was an early Friday table at a local convention where we had a visitor from Ket (part of Canada) who played at my table. Ket is notoriously Lawful.

Early in the module my character's pouch (which had less than 20 gold in it, and was carefully described on my character sheet) was stolen by a young boy. One of the other characters spotted him and caught him before he could escape. My response was to pat him on the head, advise him to practice harder, and buy him a pastry from a nearby vendor. At which point the Ketites eyes practically bulged out of his head.

In Ket, the boy would have been turned over to the authorities who would have given him lashes or cut his hand off or something to that effect. In Dyvers, even if I'd bothered, the kid would have been bailed out by his boss with just a small fine. Interestingly enough, we needed the good favor of that same boss a little bit later in the module... and had it.

David Blackwell

Posted by: David Blackwell at Sep 14, 2004 8:39:28 AM

I've been wondering about this and haven't found a satisfactory answer onlin. Are things like Living Greyhawk more a midwest and west coast phenomena? It doesn't seem that strong on the east Coast. And is that ebcause we have such a strong LARP scene here? (both boffer and theater style)

Posted by: Jere at Sep 18, 2004 10:52:14 PM

Hard to say. There's a fairly active scene here, but I wouldn't know about it except that I subscribed to the local LG mailing list. But I can't judge it against the West Coast, because I've never paid attention out there.

Posted by: Bryant at Sep 20, 2004 1:24:57 PM

There was a strong LG presence in my section of upstate NY and in much of NJ -- the number of RPGA tracks at Vinny cons was always huge.

Posted by: Jadasc at Sep 20, 2004 2:32:43 PM

No, LG is quite alive and well here on the East Coast as well. The Midatlantic region (which is tied to the Duchy of Geoff) is especially active (the region having been voted the top region in the campaign for two years running certainly helps).

As to the first poster's original question, yes, individual PCs can 'change' the world, but there are limits. You are far more likely to influence the campaign on the local level, although most all modules have the results tallied (usually from the convention they premiere at, sometimes over a short window of time). These initial tables can often be used to 'set' the "official history" of how that module plays out.

One thing I would like to stress is that In LG, the campaign's greatest strength and also it's greatest weakness is the regional concept. If you are lucky enough to live ina region with good pl;ayers, and most especially a good Triad (the local administrators), then you can have an experience that rivals the best in your gaming career. On the downside, if you wind up with a less impressive region (whether players or administration), you'll likely get little enjoyment out of it, if at all.

Posted by: Stephen Mumford at Oct 21, 2004 5:16:46 PM

No, LG is quite alive and well here on the East Coast as well. The Midatlantic region (which is tied to the Duchy of Geoff) is especially active (the region having been voted the top region in the campaign for two years running certainly helps).

As to the first poster's original question, yes, individual PCs can 'change' the world, but there are limits. You are far more likely to influence the campaign on the local level, although most all modules have the results tallied (usually from the convention they premiere at, sometimes over a short window of time). These initial tables can often be used to 'set' the "official history" of how that module plays out.

One thing I would like to stress is that In LG, the campaign's greatest strength and also it's greatest weakness is the regional concept. If you are lucky enough to live ina region with good pl;ayers, and most especially a good Triad (the local administrators), then you can have an experience that rivals the best in your gaming career. On the downside, if you wind up with a less impressive region (whether players or administration), you'll likely get little enjoyment out of it, if at all.

Posted by: Stephen Mumford at Oct 21, 2004 5:20:28 PM

Great article -- The article echoes my own experience. 20 years of role-playing experience and then I came upon Living Greyhawk and Living Kalamar (should check out Kalamar -- it's very cool).

The best part -- you don't need to create the world or the modules. Most of the modules scale so they are designed for party levels 2-10 or 2-12th level. Ultimate playability.

The people in the campaign (for the most part) are great. I am in Southern California (Nyrond) and have been able to play a number of modules in the San Francisco area (Theocracy of the Pale). I recently played with a home group in the Bay area because someone dropped out at the last minute.

I also got to play with some of the authors of the modules. It's cool when the DM/GM never really looks at the notes because he knows all of the dialogue/NPCs perfectly.

Check out:
http://www.nyrond.org/
http://www.theocracyofthepale.com/

Posted by: Mike at Oct 27, 2004 12:07:28 AM

Oh -- one more thing:

You can find ready to go games at:
http://www.warhorn.net

More games added all the time

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