Sunday, December 23, 2018

The first proofs for Into the Unknown have arrived

I am pumped. The proofs for the first two booklets arrive yesterday. With a few corrections, they look pretty much how I was hoping they would look.

Here is a preview:










Status for the rest of the project: Layouting for the 3rd booklet more than halfway. One section left to write in book 4 before layouting can commence.  Some grunt stat blocks to work though in book 5 before layouting can be done there. What I need are a few days of uninterrupted work, but life keeps throwing obstacles my way - currently in the hospital where my fiancee is undergoing surgery for a broken arm. Our christmas hollies in poland cancelled (where I was planning to find the time for it).

Tuesday, July 24, 2018

Setting Review III: Dark Sun

Having reviewed some oldies in Forgotten Realms and Greyhawk, the time has come for a setting from the 90s.

The early 90s saw TSR embark on the most ambitious period of setting creation that hasn't been matches before or since, releasing no less than seven settings in boxed sets with full support in five years. One of them, developed under the working title of "War World" as a setting meant to support the Battlesystem rules, was Dark Sun, released in 1991.

Dark Sun has a special place for me personally. It was the first setting I bought that was brand new when I picked it up. Settings like Greyhawk, Forgotten Realms and Dragonlance all had history by the time I discovered them, but Dark Sun I got to explore from the beginning of it when I picked up the original boxed set at my local game store.

Grognard retrospectives typically argue that this period was the start of the nadir for old school gaming as sandbox exploration, resource management and deadly encounters set in picaresque post-apocalyptic sword and sorcery settings gave way to epic fantasy, story archs and player character fetishization  - Dark Sun however, took the old school virtues and genre nods and dialed it up to 12.

Quick intro to the setting


Dark Sun is post-apocalyptic Sword & Sandal setting taken to the max. An area of seven city-states ruled by despotic sorcery-kings (each taking their cultural inspirations from Egypt, Greece, Mesopotamia/Babylonia, India, Khmer, central africa and the Aztecs), exist in a scorching desert wasteland that is a mashup of Mad Max, Dune, Tekumel, Planet of Adventure and Barsoom, where everything is trying to kill you in the name of survival.
Dark Sun, more than any other D&D setting, is a world where simple survival and resource management takes centre stage - Because it is so scarce. Water in particular remains a concern even at high levels when you roam the desert. Getting rich as you advance is not a given, as everyone is out to get you. Hell, even just getting your hands on some steel weapons or armor is a big deal. But really, to get the setting there is only way to do it - the artwork of Brom:









The Dragon of Tyr



Further detail

I previously blogged on how a properly realized setting should have its own monster book, magic book and classes. And Dark Sun is a great example of this. All the classes and races get their own twist to fit the setting - Clerics get their powers not from gods but the four elements. Wizards directly impact the environment by draining life from the soil around them. Bards are basically assassins with a social cover identity. Elves are long distance running nomads. Halflings are feral cannibals. You can play a four-armed insect. Only 36 monsters from the monster manual actually exist in Dark Sun, the rest are unique to the setting. there is only one dragon (pictured above) who is the baddest defiling wizard in the game. And pretty much everyone have psionics, including all PCs. Even plants have psionics, so they can better kill you to survive. Playing in Dark Sun feels different to other settings - and the rules all help establish that..

That Dark Sun is a game of survival is emphasized not just by the harsh survival rules and lack of resources available to players, but also with the "character tree", a method for having a folder of PCs you can swap in and out and advance somewhat in tandem. Basically telling players that yes, they should expect their characters to die but at least with this they don't start from scratch every time.

Publication History

The good news is that all you really need is the original boxed set and maybe the Dark Sun monstrous compendium. You may have some tinkering to do with rules to suit your system of choice, but you will never be in doubt about how to run the setting. What the supplements can offer you on top of that is really not that much.

The original boxed set was basically one of the best sets TSR ever made. The Wanderer's Journal booklet in it may be the best guide to a setting ever written - A 1st person narrative that strikes a perfect blend of being evocative and stirring to the imagination, murky on the details a DM would want to fill in himself and terse enough that it doesn't try to be a novel. Its 80 pages of content have no gaming content, can be read fairly quickly and truly immerses you in the world under the Dark Sun. This book alone places the original boxed set as the definitive guide to Dark Sun that all should start with.

The setting had good support with supplements and adventures from the outset, with books like Dune Trader, Slave Tribes and Veiled Alliance offering detail on aspects of the setting you'd want to focus on, without changing anything about the setting itself as many setting supplements end up doing.
We also got Dragon Kings for crunch, the most bad-ass gonzo high-level sourcebook you will never use, giving rules for how 20th/20th level spellcaster/psionicists can become 'advanced beings' (dragons, magic butterflies and elementals) and start casting 10th level spells, whilst fighters amass giant arms and rogues.... become higher level rogues. Pure psionicists also gain the high level feature of being sought out by even higher level psionicists telling them to stop using their powers, or else. But overall, a much better take on high level play than anything else TSR and WoTC ever managed.

A fair number of adventures were published for Dark Sun - all of them can be skipped without missing anything. The intro-adventure in the original box is probably the best of the lot and that doesn't say much. Most of them are rail-roady and/or tie into the novels to advance the metaplot (see below) and cast the PCs as big damn heroes, rather than the picaresque survalists-of-fortune that the setting is basically shouting at you to play. Really, the best way to run Dark Sun is as an exploration-based sandbox, with city intrigue on the side, with a focus on episodic tales rather than evolving story archs.

And then there are the novels of course. Pure bullshit. Within a trilogy or two, more than half the sorcery kings are dead, so is the dragon. They were all apprentices to Sauron the biggest evil sorcerer ever who was brought back to life and then killed by a sorceress who got cheat codes to wizardry we never knew existed before mary sue needed them. The environment is now changing for the better and democracy is on the rise! In other words, Rose Estes on Greyhawk levels of completely missing the point of the setting. It genuinely boggles the mind that Troy Denning was co-creator of a brilliant setting in the original set, then proceeded to fucking wreck it with his novels. How can a guy fail so utterly to get the point of the very world he helped create? A total clusterfuck and one so bad that when WotC released Dark Sun for 4th edition, they simply retconned it out of existence - something they have never done before or since to any other setting.

We got a second boxed set off the back of the novels to reflect the massive changes there and also expanding the world to now have savannahs out west and a sea full of dolphins somewhere up north - basically more bullshit. They changed the logo for this as well, which means there is a nice rule of thumb for what to pick up. If it has this logo:
Then you are good to go. If, on the other hand, it has this logo:

It's gonna by infected by the bullshit WotC had to retcon out of existence later on.

Conclusion

Dark Sun is easy to sum up as a recommendation - It is a the only D&D setting where simply staying alive is an accomplishment in itself and the only D&D setting that truly departs from medieval fantasy in favor of the more exotic. If you think this sounds cool and you like the artwork pictured above, Dark Sun is going to be awesome for you. If neither is true for you, you won't like it.


Monday, July 23, 2018

Introducing: O5R Games

I am far enough ahead with Into the Unknown being print-ready, that the first two booklets just needs proper cover formatting to be print ready. And am basically 90% done with the remaining three. SO should be only a few months away now from a POD release.

Which also means I've set up O5R Games at onebookself.com. And at this point, I think the game needs a more focused platform than the blog I set up originally to riff on my homebrew setting.

So I've set up this new blog!

That is where all items related to Into the Unknown will go. But also anything OSR related and of general rpg interest. Basically the old blog will go back to being a blog about my homebrew setting and stuff I think only I would care about. I've migrated most of the posts I think belong in the former category to the new blog as well. You can expect this new blog to be busier than this one. In case you actually want to see my homebrew setting musings, you can check it out here:

https://mythlands-erce.blogspot.com

Thursday, December 21, 2017

System and Setting (+thoughts on ASSH)

I received +Jeff Talanian's Magnum Opus in the mail last week - The 2nd edition of ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA (Jeff was a real gentleman and let me get in on the kickstarter run even though I missed the deadline).

It's kinda the opposite of what I am trying to do with Into the Unknown. It's built on the chassis of Advanced D&D 1e, while I am trying to build a modular 'un-advanced' edition of 5e. I am going for as lean as at all possible, with six booklets optimised for table play and 200 pages of gaming material being my top limit. ASSH is a massive 608-page hardbound single volume.

I am quite in awe of what Jeff has made though. The feel of the book alone, heavy from quality paper and binding, gives it potential to become one of those treasured tomes on many a gamer shelf. And the content is dead-on. I'd like to 'un-advance' a few bits here and there. But the classes, setting, monsters and spells are just dripping with ready-to-play S&S flavor that begs to be used.

I like to just hold it. It's that well made.

Which brings me to the point of this post - What ASSH does right is that it has no implied setting. Rather, its setting is fully explicit and everything in the rules is geared towards supporting that. It works. The monster list, the spells, even the class you play - all of it leaves you no doubt that you are playing a game of sword and sorcery - All of them are situated within the lands of Hyperborea beyond the North Wind. I can't think of a better way to establish the theme of a campaign.

Ranger fighting orc in D&D
Huntsman fighting a giant gorilla in ASSH
D&D wants to be a generic fantasy system, that you can then adapt to your own specific taste. This is a bit of a false assumptions though - Because the rules themselves carry their own implied setting. +Wayne Rossi showed how this is the case for OD&D - By the time of 5e, though D&D still sells itself as an adaptable generic fantasy system, it seems at least self-aware that by now D&D is basically its own genre of fantasy.

The downside of this is that when you adapt such a system to your own choice of genre, you end up with concessions to the implied genre of the game system. Your spells say nothing about the tone or workings of magic of your world. Your monsters neither. Classes and races only to the extent that some may be banned. Your monsters are picked from the same book as any other.

Really, setting publishers releasing D&D settings are too often taking the easy route. Any proper setting realise should have a fresh spellbook, its own set of classes, its own races and its own monster manual. At best we get a few choice additions for each.

Incidentally, this is why I think Dark Sun was such a well realised setting. Every class and race got a new entry in the Dark Sun rules. Only thieves were basically left untouched. And you get to play 4-armed bugs who like human flesh. Although spells were left untouched (a new spellbook just for Dark Sun would have been beyond awesome though), the way they worked was significantly altered - And with psionics so embedded, a distinct tone for the setting was set for this as well. And monsters - I don't recall ever using a non dark sun monster. The ones made for the setting just fit so much better. Even so, the list of monsters from existing generic compendiums that actually exist on Athas is limited to 36 critters. Fuck yeah. We don't ride horses or fight orcs. We ride Crodlu (upright lizards) and fight telepathic Belgoi that ring tiny bells to take over your mind, drain your CON with a touch and want to eat your flesh.
Belgoi - Upstaging orcs since 1991
ANYWAY....

The point being - Systems explicitly supporting a system really goes a long way towards supporting a setting. And the implied setting of generic systems can actually hold the realisation of your own setting back somewhat.

The upside of generic systems is of course that you don't have to learn a new rules system every time you want to try a new take on fantasy. And everyone knows D&D. But this is what I like about the OSR - We get spins where everyone knows the chassis being used - But with exactly these things being tailored to specific genres of fantasy. ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA is just one example. Warriors of the Red Planet another. Fantastic Heroes & Witchery, though not geared towards one genre, understands that different genres require different rules and offers a variety of them. Dungeon Crawl Classics is Goodman Games' attempt to build a more genre attuned version of D&D.

So what does this mean for generic Into the Unknown? Well, one reason I think B/X was so popular is that being so lean makes it easier to build your own stuff on top to suit your needs. And I want to do the same with ItU - Basically to realise one of the stated design goals of 5e that were only half realised: Making a genuinely modular D&D. It's easier to add stuff from a lean base than take out stuff from a more complex base. So in the future, I hope to release a Sword & Sorcery module, with a different Classes book, Spell book and monster book. A Low Fantasy module. Etc.

In the future. For now, with playtest being open, I am just focusing on getting the basic system out the door.

Tuesday, December 19, 2017

Call for Playtesters - For "Into the Unknown" (B/X hack of 5e)

I've basically finished the DM Handbook - Still missing the treasure and monster book, but these should not be needed for review and testing. All the player material, save a bit of art and layouting in the magic booklet, is done.

SO - Anyone who would like to try out, or simply take a look at, a hack of 5e that harkens back to the simple days of B/X - where the rules properly support old-fashioned dungeon crawls and hexcrawls (and make them easy to run). Where reaction rolls, morale and race-as-class is still a thing.

Sign up to playtest "Into the Unknown"! Just join the playtest group here, and all the files will be made available to you. Any and all feedback is greatly appreciated.

https://plus.google.com/communities/104545421866073203092

Both there and on the blog, I will also be sharing designer notes in the upcoming weeks.

The proposed cover for the boxed set

Friday, November 10, 2017

"Social Combat" in D&D (B/X vs 3e/5e)

Writing the GM's guide for Into the Unknown has definitely been the biggest challenge of the project, forcing me to examine hard my own assumptions and understanding of what is good game mastering. But at this stage, I think we're close enough that playtest is only a few weeks away. All sections are laid out, page count is finalised - It just needs some text added to a handful of sections.

Blending 5e and B/X has been an excellent study in the differences between the two and trying to understand the implications of some of the changes. Reaction rolls and Morale for example, are among the more beloved parts of B/X that were abandoned in 3e and haven't been seen since. I've spent a fair bit of time examining both sides of the fence and figuring out which way to go.

Here's a sidebar I ended up adding to the section on social interaction that sums up how I feel social interaction should work in D&D:
“Social Combat”
The reaction roll is not a structured system, as combat rules, that should be rigidly interpreted and adhered to. It is meant as a creative inspiration to jolt the GM into thinking differently about encounters than one might habitually do. 
Nor are reactions just a DC for high rolls to beat, but a reflection of the NPC’s agency, that players may attempt to influence but can’t just overcome. 
As such, social ‘rules’ favor the more gradated and advisory reaction table over ability checks. Social interaction is a good time for remembering “When not to roll” and “Ability Scores & Proficiency Areas as Narrative Modifiers” 
When die rolls are made, use them to support the players’ social interaction, not replace it. As always, let the fiction dictate the action.
Unpacking all this, it may help to ask why 3e+ abandoned reaction and morale rolls and never looked back - The best reason I can find for this, is that it was replaced by an entirely different resolution mechanic that was not present in B/X - Skills.

With reaction & morale rolls, outcomes were a function of the NPC's mental attitude and fortitude reacting to its surroundings (of which PCs influencing the NPC was just one factor).

With the universal d20 resolution mechanic introduced in 3e, these were reduced to a target number (DC) - Basically making social mechanics akin to a Social Combat system - Roll high to overcome your opponent's resistance (DC).
Skills such as Intimidate and, most infamously, Diplomacy offer resolution mechanics to replace most of what the reaction and morale rolls handled in the past (one results of that being that fewer encounters ever flee in 3e+, unless prompted by a player "skill attack").
Maybe seeing monsters flee more often in B/X after failing morale rolls inspired old school players to run away more often too.
Nevermind the fact that with enough ranks, a "diplomancer" build in 3e was essentially casting "Dominate Person" at will (out of control numbers for this sort of thing was fixed in 4e/5e) - The issue with making it all a DC vs Player roll is that this isn't how these interactions work. 

A person's mental defences isn't being assaulted by some sort of telepathic attack, the outcome of which will produce a binary result (success/defeat) - He is being influenced, swayed towards a certain direction - And besides this is the fact that there is an unassailable defence any person has, that skill rolls struggle to account for - Deciding for oneself. 

The closest combat analogy for an influence skill roll is a Shove, pushing an opponent five foot in a certain direction. No target number or critical hit will shove a foe more than five 5, much less shove him all the way out of combat reach. And unlike a shove, an NPC can always decide to just ignore the push.

Any roll made should not be to determine whether the character succeeded in converting the other party to the desired position. It should simply be to determine how the other party decides to react on the situation - Modifiers can apply to such a roll of course, but it is a fundamentally different thing the die roll is resolving - The NPC's mindset as opposed to the player's skill.

So for Into the Unknown, I determined fairly quickly that Reactions & Morale rolls needed bringing back - They put the onus of the mechanic back where it belongs - The NPC rather than the one trying to influence the NPC - and make clear that what is being resolved is not "player chance of success vs a target's resistance", but basically just letting the dice decide how the NPC reacts instead of the GM, with ways for factoring in different circumstances (such as a player attempting to influence said reaction).

Since I already dropped skills (as D&D knows them), this was easily done, as no players will be left wondering what to do with his Persuasion and Intimidation skills when there are no ability checks to actually use them with.

Nonetheless, it is as true for Into the Unknown as it is for 5e, that there are social interactions where Charisma and proficiency are factors at work and any reaction and morale system susceptible to such factors needs to be able to account for them.

Without further ado, here is a pdf presenting all the rules for handling reactions and morale in Into the Unknown, which can be easily dropped into any 5e game.

Reactions & Morale for 5e / Into the Unknown [PDF]


Most of it will look extremely familar to B/X players. Explanatory note regarding terms in the sidebar on the last page: Itu replaces skills with "proficiency areas" and the rogue's skill Expertise with ability "Mastery" - They are sufficiently similar that they mean the same in this context.

As a side note, this also gives a nice preview of how the formatting and layout will be for Into the Unknown once it hits print.

Sunday, October 15, 2017

Setting Review II: Greyhawk


After Forgotten Realms, we move further back in time to take a look at the setting it knocked off its perch as the de facto setting at TSR - Gary Gygax's very own World of Greyhawk (I will, at times, be comparing the two settings for the very same reason).

Quick intro to the setting

(See also my review of the map of greyhawk - Incidentally, the most visited entry on my blog)
  • The world of Greyhawk is a Sword & Sorcery setting built on a proper medieval chassis with just a light sprinkling of Tolkien influences. 
  • It is built around a dichotomy of the lands of Men being relatively mundane, with the history and cultures of these having a suitably 'realistic' feel and the wilderness being home to the Weird - The place where adventurers go 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 a sparse and very open-ended setting characterised by no two greyhawk settings being quite the same, depending on how each DM interprets the setting.

Unpacking the above

I put each paragraph above in its own bullet point, because I feel they each need a bit of unpacking to really 'get' greyhawk. That it even needs this kind of unpacking is perhaps one reason that Forgotten Realms was such a smash hit in comparison.

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 gritty Alice 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 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.

Another assumption to bear in mind, also unstated, is that Greyhawk assumed picaresque adventurers having episodic adventures that could as often venture into the absurd as it did the heroic. As opposed to the more epic quests and heroes that modern audiences might assume as their D&D default, owing to their  modern literary fantasy influences.

Much of this could be self-evident to those who had the folio, a few published adventures and had read much of the same kind of literature that Gygax had soaked in. It is not at all clear to younger audiences, or even older ones who didn't have the same influences (or, those who had but didn't necessarily infer that these influenced were to be imputed). 

A modern World of Greyhawk setting would need to devote a fair amount of pages to elucidate to modern audiences its tone, style, literary influences and hitherto unstated assumptions in order to really be 'got'. 
As such, it has to be said the Greyhawk has not aged as well as some settings (though its kinship with Game of Thrones may have given it new modern appeal) and the bar of entry is somewhat high to younger players.

A Sparse & Open-ended Setting

The saving grace of Greyhawk is that all of the unstated assumptions above are not necessary to use it well.
"The world of greyhawk is yours now -- Yours to do with as you wish. You can mold new states out of old ones or inflame ancient rivalries into open warfare as you tailor the world to suit the needs of your players."
Naturally, many DMs take it as a given that they can adapt existing settings to suit their needs - But unlike most modern settings, Greyhawk was always intended as a chassis for DMs to customise and make their own. For similar reasons, though detailed in some areas, it is intentionally sparse in others.

As such, Greyhawk really should be mostly evaluated on its suitability as a gaming chassis to get DMs started with and how easy it is for DMs to pour their creativity into and make it their own. It lends itself as easily to gritty "game of thrones" style gritty low fantasy as it does to "Paladins & Princesses" or Lieber-esque sword & sorcery.

A Note on Later Developments

This review assumes the default line of the original Folio and boxed set. As was obligatory for all TSR settings during the 90s, Greyhawk was blown up by a Big Event. In Greyhawk's case, they took all the seeds of conflict scattered across the original material and triggered them all at once - Thus the Greyhawk Wars and with it the new campaign set From the Ashes by Carl Sargent. 

The Greyhawk Wars altered the tone of the setting significantly. The original version was an open-ended setting with no overarching angle or theme, where the geopolitics is tightly strung in many places, but where events in the wilderness could just as well be influential. Hooks were set as dials for the DM to turn when he wanted stuff to happen.

The setting of From the Ashes was one where geopolitics is the dominant theme of the setting and evil definitely has the upper hand and you can't visit a village anywhere without having to deal with some fallout or another of the wars. More Darkhawk than Greyhawk.

As a result, true to its original intention, many greyhawk fans never took it as more than one person's interpretation of greyhawk.

Roger Moore later advanced the timeline a few years further in The Adventure Begins, which did a credible job of taking it back to a more open setting whilst retaining the dynamics of an unfolding timeline (which was always the intended case based on Gygax's Dragon articles), a point in time it has been frozen at ever since, publicationwise.


Although 3rd edition took Greyhawk as its default setting, all we got were some very dry and bland setting books that represent a nadir in Greyhawk as far as quality of material written.

Roger Moore wrote of the same era (591 CY) with a far more pleasant and evocative writing style and Sargent, while given a thankless task of writing for the most ungreyhawky of greyhawk eras, had an explosive imagination and his work is good for mining no matter your own interpretation of greyhawk.

Conclusion

If you have already soaked in the sword & sorcery literature that Gygax also enjoyed - Lieber, Vance, Howard, Lovecraft and Anderson - to fill in the blanks, Greyhawk will be an easy pickup and represents a very solidly constructed medievalist setting soaked in exotic and weird fantasy where anything goes.

If you are simply looking for a setting chassis where the skeleton is pre-made for you, then greyhawk is also an excellent setting for you to tinker and tailor with and put your own unique spin on. It was designed for this very task and it shows.

If you are looking for the immersive 'Greyhawk experience', a vision of the world as the creators saw it, and you have not read the literature above, Greyhawk will probably come across as a bland and indistinct setting with knights and wizards and little to set it apart from a dull pastiche of medieval europe + orcs and elves. I'd tell you to wait for the 5e setting book, but I doubt the writers would fill in the blanks for you on this.