I'm glad to see this thread resurrected as I didn't think you had crossed the line the first time.
Disclosure: I hated the FRCG when I first read it... and now I happily use it. Quote:
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1) Just how useful the FRCG is for a DM starting a FR game (is it enough info, too little, whats glossed over, what is talked about too much, that kind of thing- I realize this will be opinion, please discuss without delving into 3E/4E is better).
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If you want a simpler version of
FR in which to run
4E D&D then I think it's a great book. It lacks A LOT of information but, at the same time, the regional write-ups do contain enough to make each region interesting with lots of room for the DM to add more.
In short, A LOT is glossed over and there are no surpluses of information anywhere.
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2) What are the Major changes that have happened to Faerun over the 100 years that have lapsed. I've heard some Gods died, and magic is totally different- who and how? what about the organizations like the Harpers, Zhentarim, and Red Wizards? How (if at all) have they changed? Is Cyric still around, or is Bane back to being top-dog?
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Wow, a lot has changed. Cyric is in prison but he owns the Zhentarim. Bane is kicking around but has a weird symbol that's not as cool as the
3E version. The Red Wizards are very different.
Hmmm, perhaps it is best if you read the three
Countdown to the Forgotten Realms articles on the
WotC website?
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3) Is the Player's Guide much of a necessity as far as flavor/fluff text goes (i.e. are there details on regions/peoples/happenings that are not present in the campaign guide? or is it mostly crunch?
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The
Player's Guide is what sold me on the setting (that plus I really wanted to run
4E and not have to do conversion work until I was more au fait with the system). It is actually a guide for players which is, well, logical but not how most guides for players play out. I love the way a lot of the regions are written up with information for the players that the players can actually read without setting secrets being divulged. Great stuff- a genuine introduction to the world with some nice crunch bits.
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4) I was told that the 4E Realms is pretty much devoid of the canonical NPCs (Elminster, Khelben, etc) - Not even mentioned in the book? is that the case?
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Elminster gets a mention but basically all those NPCs of earlier editions are not around. Szass Tam is a major villain as the undead ruler of Thay. Khelben got absorbed into a high magic ritual in a 3.5E-era novel so he wasn't going to make a return anyway.
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5) Poster map-is one included?
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Yes, and it would be kind of me if I simply said, "it sucks". Really, it does suck. I know the idea is to have points of light... but the map is really sparse and not that attractive. The 1E maps were better... as were 2E and
3E. I just hope we see more Realmslore articles so we can get more of the great Mike Schley (sp?) maps.
Seriously, I think a decent map (and, yes, it is a poster map) with just a bit more detail would have eliminated a lot of the nerdrage that poured out when the FRCG was released. I also wish the small regional maps had a bit more detail.
Anyway, the
DDI article on Cormyr is worth getting for the map alone (although you can also find legal copies of the map all over the 'net: try here and Cartographer's Guild).