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General Tabletop Discussion
*Dungeons & Dragons
Campaign Settings 5e- Why I want to Forget the Realms
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 6683153" data-attributes="member: 12388"><p>That’s exactly what it is.</p><p></p><p>If a group of players have played in the Realms before and either didn’t like it or had a DM that sucked and so are soured on the place, then a new DM would be wise not to set his or her campaign for this group of players in the Realms. </p><p></p><p>If one or two players have played in the Realms previously, and they’re more interested in playing D&D than in being jerks (read: Realmslore Nazis), then a DM can probably wring a good game out of the setting, without having to resort to using the likes of Elminster or Drizzt (unless that’s what his or her players want—in which case go for it).</p><p></p><p>If none of the players have experienced the Realms, or some of them have in novel form only, then a competent DM stands a good chance of wowing his or her players with a great campaign, provided he or she puts the campaign first and draws on the Realms only for what he or she needs. </p><p></p><p>Regardless of what world a DM uses (published or homebrew), a campaign will suck if the DM doesn’t invest him or herself into it. </p><p></p><p>The value of the Realms comes from the fact that it provides DMs with a nigh-endless supply of dangling plot threads, adventure hooks, NPCs, locations, dungeons, regions, cities, city states, towns, gods, types of magic…you name it, that a good DM can build on and use to build good adventures and great campaigns with. </p><p></p><p>All a DM needs to do is pick and choose what he or she needs from the Realms for the campaign, and then ignore the rest. </p><p></p><p>This is how the Realms was always meant to be utilized.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 6683153, member: 12388"] That’s exactly what it is. If a group of players have played in the Realms before and either didn’t like it or had a DM that sucked and so are soured on the place, then a new DM would be wise not to set his or her campaign for this group of players in the Realms. If one or two players have played in the Realms previously, and they’re more interested in playing D&D than in being jerks (read: Realmslore Nazis), then a DM can probably wring a good game out of the setting, without having to resort to using the likes of Elminster or Drizzt (unless that’s what his or her players want—in which case go for it). If none of the players have experienced the Realms, or some of them have in novel form only, then a competent DM stands a good chance of wowing his or her players with a great campaign, provided he or she puts the campaign first and draws on the Realms only for what he or she needs. Regardless of what world a DM uses (published or homebrew), a campaign will suck if the DM doesn’t invest him or herself into it. The value of the Realms comes from the fact that it provides DMs with a nigh-endless supply of dangling plot threads, adventure hooks, NPCs, locations, dungeons, regions, cities, city states, towns, gods, types of magic…you name it, that a good DM can build on and use to build good adventures and great campaigns with. All a DM needs to do is pick and choose what he or she needs from the Realms for the campaign, and then ignore the rest. This is how the Realms was always meant to be utilized. [/QUOTE]
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