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Living Greyhawk is a structured way to play Dungeons & Dragons . It uses the most current D&D rules (currently version 3.5) with some small modifications, so that play is standardized among everyone around the globe. In contrast to a traditional RPG gampaign, the campaign rules are set by the campaign management "called "The Circle," who also publish the adventure modules, which DMs are required to follow closely. On the other hand, a Living Greyhawk character can be played in any LG session anywhere in the and is part of the largetst RPG campaign in the world. Greyhawk is the invented realm that Gary Gygax created during his own homegames in the 1970s. The discovered and civilized sections of Oerth (an alternative to Earth ) are known as the Flanaess , with the Free City Of Greyhawk being near the geographical center. Several famous D&D personalities, such as Mordenkainen and Bigby are personalities in the world of Greyhawk. Where the "Living" part comes in is that players are able to use and develop the same character to play various adventures (which are normally 4- or 8-hour games) instead of having to use a pre-generated or different character for each adventure. The various adventures themselves are loosely tied together and developed based on the successful, or unsuccessful, events from previous adventures. Adventures are written by various people and published for everyone to play. These adventures have plotlines and goals. When certain adventures are played, the Game Master submits the results to the RPGA , which keeps notes on how many groups were able to slay the Evil Wizard, or get the Glowing Orb, or prevent the Dastardly Duke from assassinating the King. These results may influence the plots of future adventures, which continue the theme. That is why it is "Living" - because everyone is involved and the world will change and grow over time, based on how players play during their gaming sessions. Story arcs can live through several years of play. The current year on the Living Greyhawk Calendar is 597 CY . Where characters live in Greyhawk normally depends on where their players live in the real world (although players are free to have their character from any region they choose). Characters progress normally with gold and experience, but with some guidelines. 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 five categories of role-playing adventures: Regional adventures, '''Metaregional''' adventures, '''Core''' adventures, '''Adapted''' adventures, and '''Core Special''' adventures.
Each Region and Metaregion has a continuing story line - overseen by the Triads and Circle members. A number of continuing 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 consequence of player actions in one adventure in a subsequent adventure. The ability of players in a localized 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), which while ostensibly equal to one week of game time are really just an arbitrary delimitation of how often a character can be played in a year. Most regional and meta-regional adventures 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 SEE ALSO EXTERNAL LINKS
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