I started playing Living Greyhawk at The Big Weekend convention in May 2002. Living Greyhawk is a worldwide D&D campaign organised through the RPGA. The campaign is set in the Greyhawk fantasy world, which is the default setting for 3rd edition D&D, and different regions in the real world are assigned particular parts of Greyhawk as their "part" of the campaign world. Queensland's region is Perrenland.
I find Living Greyhawk sometimes unsatisfying, for a range of reasons. The campaign's format means there can be continuity problems: for example, characters A and B may both have completed adventure X and be using the same "unique" magic item in adventure Y. What continuity exists is often forced: for example, a sequel assumes that the a certain outcome occurred in the prequel, and that may not match what actually happened when some or all of the characters played the prequel. GMs have limited flexibility to adapt modules to cater for atypical adventuring groups, such as a group with few or no fighters or spellcasters. The modules are written to a varying standard, sometimes not very high, and have to be written in such a way that several different "average party levels" (APLs) can all complete the same adventure. This can lead to internal consistency problems, such as rooms that are too small to fit a group of large monsters at high APLs but are the right size to fit the group of smaller-sized monsters at lower APLs.
All this aside, Living Greyhawk does give me the opportunity to experience a very tactical approach to D&D, to focus on resource management aspects of the game that are often glossed over (certainly I glossed over them in my last Selentia campaign), and to play irregular games with an extended group of friends. I cooperate with some of my friends to create character connections (and thus continuity) outside actual scenarios as written, such as the Silver Gryphons adventuring party and Nazari's romantic entanglements with Owain and Lord Aldric.
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