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: Greyhawk
to experience the fantastical. Here, Greyhawk has a strong 'anything goes' approach where
spaceships, timetravel, contact with other worlds, from the silly to the serious, are all within
the tone of the setting.
It is built around a dichotomy of the lands of Men being relatively mundane, with the history
and culturesgnhuuyuyuymmymymmm
Gb bthbhntumki,ol80´
spaceships, timetravel, contact with other worlds, from the silly to the serious, are all within
the tone of the setting.
It is built around a dichotomy of the lands of Men being relatively mundane, with the history
and culturesgnhuuyuyuymmymymmm

spaceships, timetravel, contact with other worlds, from the silly to the serious, are all within
the tone of the setting.
It is built around a dichotomy of the lands of Men being relatively mundane, with the history
and culturesgnhuuyuyuymmymymmm

spaceships, timetravel, contact with other worlds, from the silly to the serious, are all within
the tone of the setting.
It is built around a dichotomy of the lands of Men being relatively mundane, with the history
and culturesgnhuuyuyuymmymymmm

Yuitymktiykjmjytk,iuko,uiko,uo.o…………………..
.

Unpacking the
that Forgotten Realms was

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A Sword & Sorcery setting built on a medieval chassis 


Compared to the Forgotten Realms, Greyhawk has a lot less influence from Tolkien. The
primary inspirations that shine through are the Sword & Sorcery of Lieber's Fafhrd & The
Gray Mouser and the more classical fantasy of Poul Anderson's Three Hearts & Three
Lions.

Other sources can be inferred, but are not as clearly evidenced. What I mean by that is that
Greyhawk assumes a different generation of fantasy enthusiasts. For people who had already
read Jack Vance's The Dying Earth or Michael Moorcock's Elric it is easy to see how these
influences fit like a glove for creating a richer framework of Gygax's greyhawk. But they are
not essential for the core of it (more on this below).
Gygax is better schooled in medievalism than Greenwood and it shows in his setting history
and how it shows a pattern of cultural development. On a scale of Harn to Legoland realism,
Greyhawk, in certain ways, leans much closer to the Harn side. We are meant to know that
feudalism had a historical origin here, that peasants get killed in petty wars of nobility and
that trade follows pseudo-realistic patterns.  
The clear medieval character (surprisingly rare in fantasy) of it makes it more analogous
to Game of Thrones than any other D&D settings (except maybe Birthright).
The lands of Men are Mundane & the Wilderness home to the Weird
An article in Dragon Magazine #40, "Believe it or not, Fantasy has reality", spells out an
implied assumption of Greyhawk that is crucial to understanding how it is more than a semi-
realistic, but ultimately somewhat bland, medievalist setting:
“...There is an essential element which will determine the success or failure of a game as
High Fantasy: the division of the world into Home Areas and Wyrd Areas.
A Home Area is one in which everyday life as we know it exists; it is the Primary World.
A Wyrd Area is the realm of the Dark, the actual world of Faerie. It is in Wyrd Areas
that one encounters monsters and has adventures. All AD&D dungeons are Wyrd Areas."
The world described in the original Greyhawk Folio and Boxed Set is mostly the mundane
'home area' world. What neither does a very good job of showing, but which is made
abundantly clear by the modules situated in Greyhawk, such as EX1 Dungeonland, EX2 The
Land Beyond the Magic Mirror and WG6 Isle of the Ape, is that once you cross into the
wilderness, Greyhawk becomes more akin to a grittyAlice in Wonderland, that is awash in
Weird Things from interplanetary timetravel, spaceships and robots, to extra-dimensional
horrors and whatever else a DM could dream up (lest we forget - The drow were originally a
surprise 'evil elf' race unveiled in an adventure and were very much a signature race of
greyhawk before Forgotten Realms popularised them further). 
There was a clear assumption of No Holds Barred when it came to the Weird and whatever
fantastical stuff you wanted to throw at your PCs would never interfere with the tone or style
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of the setting. Here, Jack Vance's Dying Earth and Planet of Adventure take over as


unstated influences and the baroque, absurd and humoristic character of Greyhawk begins
to show itself.

Other sources can be inferred, but are not as clearly evidenced. What I mean by that is that
Greyhawk assumes a different generation of fantasy enthusiasts. For people who had already
read Jack Vance's The Dying Earth or Michael Moorcock's Elric it is easy to see how these
influences fit like a glove for creating a richer framework of Gygax's greyhawk. But they are
not essential for the core of it (more on this below).
Gygax is better schooled in medievalism than Greenwood and it shows in his setting history
and how it shows a pattern of cultural development. On a scale
Other sources can be inferred, but are not as clearly evidenced. What I mean by that is that
Greyhawk assumes a different generation of fantasy enthusiasts. For people who had already
read Jack Vance's The Dying Earth or Michael Moorcock's Elric it is easy to see how these
influences fit like a glove for creating a richer framework of Gygax's greyhawk. But they are
not essential for the core of it (more on this below).
Gygax is better schooled in medievalism than Greenwood and it shows in his setting history
and how it shows a pattern of cultural development. On a scale Other sources can be
inferred, but are not as clearly evidenced. What I mean by that is that Greyhawk assumes a
different generation of fantasy enthusiasts. For people who had already read Jack
Vance's The Dying Earth or Michael Moorcock's Elric it is easy to see how these influences
fit like a glove for creating a richer framework of Gygax's greyhawk. But they are not
essential for the core of it (more on this below).
Gygax is better schooled in medievalism than Greenwood and it shows in his setting history
and how it shows a pattern of cultural development. On a scale

A Sword & Sorcery setting built on a medieval chassis


Compared to the Forgotten Realms, Greyhawk has a lot less influence from Tolkien.
The primary inspirations that shine through are the Sword & Sorcery of Lieber's Fafhrd &
The Gray Mouser and the more classical fantasy of Poul Anderson's Three Hearts &
Three Lions.

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Other sources can be inferred, but are not as clearly evidenced. What I mean by that is
that Greyhawk assumes a different generation of fantasy enthusiasts. For people who
had already read Jack Vance's The Dying Earth or Michael Moorcock's Elric it is easy to
see how these influences fit like a glove for creating a richer framework of Gygax's
greyhawk. But they are not essential for the core of it (more on this below).

Gygax is better schooled in medievalism than Greenwood and it shows in his setting
history and how it shows a pattern of cultural development. On a scale of Harn to
Legoland realism, Greyhawk, in certain ways, leans much closer to the Harn side. We
are meant to know that feudalism had a historical origin here, that peasants get killed in
petty wars of nobility and that trade follows pseudo-realistic patterns.
The clear medieval chara
analogous to Game of Thrones than any other D&D settings (except maybe Birthright).

The lands of Men are Mundane & the Wilderness home to the Weird
An article in Dragon Magazine #40, "Believe it or not, Fantasy has reality", spells out an
implied assumption of Greyhawk that is crucial to understanding how it is more than a semi-
realistic, but ultimately somewhat bland, medievalist setting:
“...There is an essential element which will determine the success or failure of a game as
High Fantasy: the division of the world into Home Areas and Wyrd Areas.
A Home Area is one in which everyday life as we know it exists; it is the Primary World.
A Wyrd Area is the realm of the Dark, the actual world of Faerie. It is in Wyrd Areas
that one encounters monsters and has adventures. All AD&D dungeons are Wyrd Areas."

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Have fun learning about the D20 system from this page and ...

 Dungeons & Dragons (1974): la primera edición, conocida hoy en día como Dungeons &
Dragons original.
 Dungeons & Dragons Basic Set (1977): reglas para jugar con personajes de nivel 1 a 3
 Dungeons & Dragons Expert Set (1981): niveles 4 a 14
 Dungeons & Dragons Companion Set (1983): niveles 15 a 25
 Dungeons & Dragons Masters Set (1984): niveles 26 a 36
 Dungeons & Dragons Immortals Set (1985): niveles 36 y superiores
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 Advanced Dungeons & Dragons: Monster Manual (1977): primer libro de la edición


conocida hoy en día como Advanced Dungeons & Dragons, 1ª edición
 Advanced Dungeons & Dragons: Players Handbook (1978): segundo libro de la edición
conocida hoy en día como Advanced Dungeons & Dragons, 1ª edición
 Advanced Dungeons & Dragons: Players Handbook (1979): tercer y último libro de la
edición conocida hoy en día como Advanced Dungeons & Dragons, 1ª edición
 Advanced Dungeons & Dragons, 2ª edición (1989): última entrega de Advanced
Dungeons & Dragons.
 The New Easy to Master Dungeons & Dragons (1991): una reedición revisada de la
versión de 1977. Esta reedición de 1991 incluía un tablero para poder jugar en esa modalidad.
 Advanced Dungeons & Dragons, 2ª edición revisada (1996): una versión revisada
de Advanced Dungeons & Dragons, 2ª edición, a veces llamada Advanced Dungeons &
Dragons 2.5.
 Dungeons & Dragons, 3ª edición (2000): la tercera edición, primer juego de rol en utilizar
el sistema d20.
 Dungeons & Dragons 3.5 (2003): revisión de la 3ª edición.
 Dungeons & Dragons, 4ª edición (2008): La cuarta edición.
 Dungeons & Dragons Essentials (2010): una reedición del sistema de reglas de la cuarta
edición pero con el diseño de la caja roja de 1983, que a su vez era una reedición de la edición
de 1977.
 Dungeons & Dragons, 5ª edición (2014): edición también llamada Dungeons & Dragons
Next.

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