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CAMPAIGN ORGANIZATION Many of the different realms and territories from the World Of Greyhawk setting have been mapped onto areas of the real world (chiefly in North America and Europe ). Players resident in these real world Regions usually play characters based or originating in the corresponding realm in the World Of Greyhawk . For example, a player living in the United Kingdom can role-play a character living in the Free State of Onnwal . Each region is overseen by a Triad of three RPGA volunteers, who produce and edit regional adventures set in their region, create and advance plot lines within the region and oversee and enforce the rules of the Living Greyhawk campaign within their region. The Regions are in turn grouped into one of 5 Metaregions, each of which is over seen by a member of the Circle, a group of six senior volunteers that coordinates the Living Greyhawk Campaign for the RPGA. As well as the realms incorporated into player Regions, several parts of the World Of Greyhawk , including, for example, the Free City Of Greyhawk itself, are not assigned to any region or metaregion. These realms are described as Core regions. The table below shows the triads for each geographic region: ADVENTURES AND STORY-LINE PROGRESSION The Living Greyhawk campaign produces four categories of role-playing adventures: Regional adventures, '''Metaregional''' adventures, '''Core''' adventures and '''Adapted''' adventures. Regional adventures can only be played within the borders of the corresponding real world Region, though players can travel from other Regions to play them (at double the cost of '''Time Units'''). For example, a Nyrond Regional adventure can only be played in the American states of Arizona , Hawaii , Southern California , and Utah . Regional adventures deal with events set in the realm from the World of Greyhawk mapped to that region. For example, Regional adventures in Arizona , Hawaii , Southern California , and Utah are set in the Kingdom of Nyrond . Production of Regional adventures is overseen by the regional Triad, with the approval and editorial oversight by the Circle member with responsibility for the relevant Metaregion. Metaregional adventures must be played within borders of the corresponding real world Metaregion and deal with events set within the portion of the World Of Greyhawk correspoding to the Metaregion. Production of Metaregional adventures is overseen by the Circle member with responsibility for the Metaregion. Core adventures can be played anywhere in the real world (even in areas that do not have a Living Greyhawk Region assigned to them) and deal with events in the Core regions of the World Of Greyhawk (though they can also deal with events of wide-reaching consequence within regions). Production of Core adventures is overseen by a Circle member with special responsibility for the Core regions. Adapted adventures are a sub category of '''Core''' adventures, except that these adventures have not been specifically written for Living-Greyhawk. Some adventures published by Wizard of the Coast or in Dragon (c) will be selected by the campaign administration and made available (adapted) for play in Living Greyhawk. NB: In the years 2001 and 2002, some adventures were published by RPGA as Adaptable adventures, meaning that the story could be modified by the regional triads in order to include them into the story arc of the region. Each Region and Metaregion has a continuing story line - overseen by the Triads and Circle members. A number of contining plot arcs also exist in the Core regions. By collecting feedback on critical events in each adventure played (or more accurately - reported), the Triads and Circle can determine the influence of player actions on the setting and adjust the direction of the continuing plotlines accordingly, often dealing with the conseqeunce of player actions in one adventure in a subsequent adventure. The ability of players in a localised region of the real world to influence events in "their" realm in the World of Greyhawk (and thus giving them a strong feeling of ownership of their Region) is regarded as one of the chief strengths of the Regional system and a factor in the success of the Living Greyhawk Campaign. TIME UNITS In Living Greyhawk, each character starts out the new year with 52 time units (TUs), roughly equal to one week of game time. Most regional and meta-regional modules cost a player one TU for in-region play and double that for out-of-region play. All Core Adventure s cost a minimum of 2 TUs. TUs can be spent for other out-of-adventure reasons, such as crafting an item or being a member of an order or a Guild . Once a character has spent 52 TUs, that character can no longer be played until the new Calendar Year . NOTES EXTERNAL LINKS |
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