D&D returns to its original world, where no legendary hero can save you

D&D returns to its original world, where no legendary hero can save you


While Greyhawk is perhaps not the first setting to be used in a Dungeons & Dragons game (that honor likely goes to Dave Arneson’s Blackmoor). But the world of Oerth that it’s a part of is the first and most famous to appear in the early official supplements for the tabletop role-playing game. Some of the most renowned D&D modules take place in this setting developed by Gary Gygax, including the classic trilogy Against the Giants and other pieces of D&D history like The Temple of Elemental Evil. D&D 5.5, launched in 2024, returned to Oerth with Greyhawk as the default setting of the core rulebooks.

Still, it’s hard to compete with the popularity and ubiquity of Forgotten Realms, the D&D setting that has appeared in every type of product, from movies to award-winning video games and Magic sets, for the past three decades. But D&D’s push to revitalize Greyhawk has a powerful weapon in its arsenal: Legends of Greyhawk, the newest official D&D organized play campaign that aims to connect players from all over the world in a massive, shared adventure.

Polygon spoke with Wizards of the Coast’s D&D global play manager, Chris Tulach, and Savannah Houston-McIntyre, Baldman Games’ creative director, to learn everything there is to know about Legends of Greyhawk and why now is the perfect time for D&D’s biggest organized play campaign in 40 years.

This interview has been edited for brevity and clarity.

Polygon: What is Legends of Greyhawk?

Chris Tulach: Legends of Greyhawk is a global shared-world campaign where players aren’t locked into the same table each time they play — they can take their characters anywhere the campaign is played.

What is the difference between Legends of Greyhawk and other organized play programs like Adventurers League or D&D Encounters?

CT: It comes down to rules implementation, adventure content creation, and distribution. Legends of Greyhawk has been built on the shoulders of the giants that came before it and is being crafted around 5.5e rules. Adventures are created through a group of organizer partners, and we have monthly D&D Beyond releases to get adventures out in the world. The adventure content is also optimized to work on D&D Beyond, with features such as quickplay maps to make it easier to prep games.

Adventurers League shares the same rough structure, but it is 5e-forward, and content is created by the community through DM’s Guild. D&D Encounters is a seasonal mini-campaign with an adventure pack on D&D Beyond that spotlights the latest releases and uses only 5.5e rules; it has a finite ending of about 5 weeks of play.

The original color illustration for the Keep on the Borderlands from the original D&D module Image: Wizards of the Coast

Savannah Houston-McIntyre: One of the core differences between Adventurers League and Legends of Greyhawk boils down to their magic item and progression systems. Legends of Greyhawk has a slower level progression and stricter limits on magic items than Adventurers League. As a result, players spend more time within each tier, connecting with their character and the story they are adventuring through, and face challenges with a more limited toolkit. Both programs offer fantastic experiences; the better fit ultimately comes down to individual playstyle. Many players also enjoy participating in both, appreciating the change of pace each provides.

D&D has many unique settings, but in recent years, the game’s official products have focused mostly on the Forgotten Realms. So why Greyhawk now? What makes the setting unique?

CT: Greyhawk is the setting that’s often called the “birthplace of D&D.” For the newest Dungeon Master’s Guide, it’s the sample campaign world that’s presented, thus most Dungeon Masters that are running 5.5e games already have access to the setting information.




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