Forgotten Realms: Adventures in Faerun - First Impressions

An early look at the new campaign setting book.
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Adventures in Faerun provides a new template for D&D campaign setting books - short, impactful adventures that can be plugged into almost any adventure, deep dives into a handful of locales, and plenty of room for further exploration in campaign books or future content. This book is much bigger and deeper than past campaign setting books - it's probably the "biggest" campaign setting book since Van Richten's Guide to Ravenloft and is much better organized. When coupled with Heroes of Faerun, Adventures in Faerun marks a complete turnaround for the campaign setting product released by Wizards of the Coast, although I'm most interested in whether the Forgotten Realms books succeed because of the overall depth of the setting or if it's due to a concerted effort to provide more for their readers.

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Mini-Adventures in Overdrive

The first chapter of Adventures in Faerun is a collection of mini-adventures written in the style of sample adventures found in the Dungeon Master's Guide. Each adventure contains a hook, a series of small encounters, and a conclusion, as well as (in many cases) a map. For the most part, these maps aren't populated with descriptions or even secondary items of interest such as hidden treasure. All of that is up to the DM to fill out either on their own beforehand or on the fly.

It seems like D&D is sticking with these stripped down and simple adventures, and honestly that's probably a good thing. While many of the adventures in Adventures in Faerun fall into some kind of specific Forgotten Realms theme, either based on the region it takes place in or due to some tie to a god, faction, or high magic associated with the Realms, these adventures can be inserted into any campaign rather easily. I could easily turn any of these mini-adventures into something that could fill a session of play, with only the scantest bit of modification needed to fit the adventure into some greater storyline.

Honestly, these adventures are some of the more useful tools to be presented to DMs in a while. Some of the adventures feel a bit formulaic, but I do feel that collections of adventures coupled with other content (such as the gazetteers we see later in the book) are infinitely useful as they cut down on prep-time considerably.

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A Different Approach To Gazetteers

The bulk of Adventures in Faerun is dedicated to five deep dives into various regions of the Forgotten Realms. Each region is meant to represent a different kind of playstyle within D&D - the Dalelands represents exploration of tranquil regions filled with lost ruins and secrets while Icewind Dale represents survival horror. While each of these chapters has one or more gazetteers digging into sites of interests and key NPCs, the contrasting campaign styles that take place in these regions are also delved into via a DM-facing section giving guidance but not guides on how to incorporate the chilly isolation of winter into an Icewind Dale campaign or how to deal with the competing intrigues of genies.

While relatively brief, I think this guidance builds off what we saw with Van Richten's Guide to Ravenloft, in which various Domains represented different kinds of horror, but in a way that's less divisive to purists. Instead of molding a world to fit a specific kind of story, the book instead shows how to fit a kind of story into a specific region. This doesn't mean that you can't build a horror campaign in the Moonshae Isles or an intrigue campaign in Icewind Dale, but it provides some more helpful examples as to how the varied world of the Forgotten Realms can be used to a DM's advantage.

I also liked that each section provides a general outline on how to pace several kinds of campaigns within each section. This gives DMs more of a hook on how to craft a campaign than what we saw in the Spelljammer or Planescape boxed sets, but still provides a general level of freedom to build the campaign the way they'd like. When coupled with the short adventures we find in this book, I wonder if this will be the new way forward for campaign guidance from Wizards. Given that the full-length campaigns of recent years have fallen flat, it might be easier to stick with broad brushes and individual mini-adventures that can be plugged in at a DM's leisure.

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A Step Up For Campaign Setting Books
Wizards of the Coast has struggled with campaign setting books over the past few years. The Spelljammer boxed set was really lacking and the Planescape book felt like it barely scratched the surface of what made that setting feel so unique. The Dragonlance campaign setting material was widely panned by fans of that setting as well (although that may have been mired by the rocky relationship between Margaret Weis and Tracy Hickman and Wizards at that time as well). Wizards hasn't put out a truly good campaign setting book since Van Richten's Guide to Ravenloft, and even that book was controversial due to how much it changed various Domains of Dread.

In contrast with more recent setting books, this is truly a return to form. Although not exhaustive by any means, Adventures in Faerun (and its sister book Heroes of Faerun) feels like a fantastic showcase of the Forgotten Realms. While we've seen some of these regions before in Fifth Edition books, providing a dedicated space for this kind of content makes it feel important rather than just filler for a campaign.

While my D&D campaigns always take place in bespoke settings, I've always turned to campaign setting books for inspiration on what I'm running next. There are several kernels and plot hooks that have gotten the gears turning on future campaigns in this book. Plus, the mini-adventures are useful tools for any DM to have in their back pocket as well. While one could argue about the overall price point of these two books, this is some of the best campaign setting material we've gotten from Wizards of the Coast in quite some time.
 

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Christian Hoffer

Christian Hoffer


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Are there outlines or suggestions for combining the mini adventures into a larger campaign?
Not really. They’re very small, simple adventures, I think they’d work best quest board style.
Strong disagree. These are very easy to use and different from each other.
They do look very easy to use, but they also look pretty one-note. Very simple, linear strings of encounters, with very little room for players to make meaningful decisions. They’d work perfectly fine for a beer-and-pretzels game where the players expect to just show up and go along for whatever ride the DM has planned. But, as one-page dungeons go, these are pretty weak.
 

I kind of hate the section on epic destinies, and I feel like it’s weird that I haven’t seen anyone else mention it yet? It seems to basically be advising DMs to script entire character arcs out with the player(s), planning specific story beats to go along with the Feats they plan to take and magic items/boons you plan to give them at specific points in that arc… And that just seems like the polar opposite of what I would consider best practices. Isn’t the primary goal of the game supposed to be to create emergent stories together through play? If you’re planning character arcs out in advance and tying them to an also pre-planned build, there’s nothing to discover through gameplay, it’s all just going through the motions of a script you already wrote.

There was also a line in there about how if you decide to give these feats, items, and boons in addition to normal character advancement it might make the DM’s job easier by making character death more rare, and I thought, how have the ENWorld folks not already lost their collective minds over this?
 

I kind of hate the section on epic destinies, and I feel like it’s weird that I haven’t seen anyone else mention it yet? It seems to basically be advising DMs to script entire character arcs out with the player(s), planning specific story beats to go along with the Feats they plan to take and magic items/boons you plan to give them at specific points in that arc… And that just seems like the polar opposite of what I would consider best practices. Isn’t the primary goal of the game supposed to be to create emergent stories together through play? If you’re planning character arcs out in advance and tying them to an also pre-planned build, there’s nothing to discover through gameplay, it’s all just going through the motions of a script you already wrote.

There was also a line in there about how if you decide to give these feats, items, and boons in addition to normal character advancement it might make the DM’s job easier by making character death more rare, and I thought, how have the ENWorld folks not already lost their collective minds over this?
Yeah this probably deserves its own thread, but the Epic Destinies section really push the "OC" direction of play- that is, it's the players' world and the DM is there to help them live out their fantasies. Just like some players plan their character out from levels 1-20, now they can plan out what will actually happen to their characters as well, before they even start to play. Scripting out all the story beats, and the DM just has to do the work to get from one scripted point to another.

It's like the stereotype of the DM that's basically written a novel that they want the players to play through... except in reverse 😬 😅
 

I kind of hate the section on epic destinies, and I feel like it’s weird that I haven’t seen anyone else mention it yet? It seems to basically be advising DMs to script entire character arcs out with the player(s), planning specific story beats to go along with the Feats they plan to take and magic items/boons you plan to give them at specific points in that arc… And that just seems like the polar opposite of what I would consider best practices. Isn’t the primary goal of the game supposed to be to create emergent stories together through play? If you’re planning character arcs out in advance and tying them to an also pre-planned build, there’s nothing to discover through gameplay, it’s all just going through the motions of a script you already wrote.

There was also a line in there about how if you decide to give these feats, items, and boons in addition to normal character advancement it might make the DM’s job easier by making character death more rare, and I thought, how have the ENWorld folks not already lost their collective minds over this?
So funny. My books arrived in the mail (checks watch) two hours ago and I just read that section.

My reaction was slightly different, but I did want to come here to post about it.

Essentially, the book says, "Epic destinies are cool. You should make up something." Total missed opportunity. Another great idea with poor execution. Which seems to be all too common for 5E subsystems...

Epic Destinies are a part of both Level Up and 4th Edition. I'd have been thrilled if WotC had written, say, ten epic destines that were a nice tidy package of mechanics and story. Heir to the Throne, Pupil of the Archmage, Chosen of the Gods, Primal Champion, etc. And then they give you a boon or feat or perk every tier. What level? Who knows. That's up to the story the DM and player are weaving together.
 

I kind of hate the section on epic destinies, and I feel like it’s weird that I haven’t seen anyone else mention it yet? It seems to basically be advising DMs to script entire character arcs out with the player(s), planning specific story beats to go along with the Feats they plan to take and magic items/boons you plan to give them at specific points in that arc… And that just seems like the polar opposite of what I would consider best practices. Isn’t the primary goal of the game supposed to be to create emergent stories together through play? If you’re planning character arcs out in advance and tying them to an also pre-planned build, there’s nothing to discover through gameplay, it’s all just going through the motions of a script you already wrote.

There was also a line in there about how if you decide to give these feats, items, and boons in addition to normal character advancement it might make the DM’s job easier by making character death more rare, and I thought, how have the ENWorld folks not already lost their collective minds over this?
I don't really mind it, as I've always worked in "epic destinies" with my players in D&D. Never getting into the specifics, so that the players have some surprises. But I've always had some players choose their feats and such based on the emergent story or character development.

I'm assuming that people aren't flipping out because this "advice" is easy to flat out ignore anyway.

edit: also because I have my own systems to draw from for this sort of thing. I've never been wholly satisfied with the way it's been handled, even with Odyssey of the Dragonlords.
 

Yeah this probably deserves its own thread, but the Epic Destinies section really push the "OC" direction of play- that is, it's the players' world and the DM is there to help them live out their fantasies. Just like some players plan their character out from levels 1-20, now they can plan out what will actually happen to their characters as well, before they even start to play. Scripting out all the story beats, and the DM just has to do the work to get from one scripted point to another.
I’m of the opinion that “OC style play” isn’t a useful label, it’s an external term used to demean a constellation of player behaviors that a lot of DMs consider negative but that there is no single cohesive play-style that all such behaviors are typical of. That said, yeah, this section seems like it’s written with some bizarre play priorities, and I don’t like it.
It's like the stereotype of the DM that's basically written a novel that they want the players to play through... except in reverse 😬 😅
I mean, that is more or less what “OC” is described as in the Cultures of Play model. Again, I don’t think it’s a real thing, but I digress.
 

So funny. My books arrived in the mail (checks watch) two hours ago and I just read that section.

My reaction was slightly different, but I did want to come here to post about it.

Essentially, the book says, "Epic destinies are cool. You should make up something." Total missed opportunity. Another great idea with poor execution. Which seems to be all too common for 5E subsystems...

Epic Destinies are a part of both Level Up and 4th Edition. I'd have been thrilled if WotC had written, say, ten epic destines that were a nice tidy package of mechanics and story. Heir to the Throne, Pupil of the Archmage, Chosen of the Gods, Primal Champion, etc. And then they give you a boon or feat or perk every tier. What level? Who knows. That's up to the story the DM and player are weaving together.
I mean, I loved 4e Epic Destinies, and if Level Up’s are at all like them, I’m sure they’re cool too. But despite sharing a name, I don’t think what this book is describing is intended to be like what 4e called Epic Destinies at all. They’re not supposed to be bonus powers, they’re explicitly supposed to be a narrative thread linking the build features you were going to take anyway. There are a few sentences ideating about, maybe you could give these benefits in addition to the normal build, and if you did the PCs would be much more powerful (which it treats as a positive). But it then goes on to say the section assumes you don’t do it that way.
 

If it's sufficiently popular with players and DMs, then the pre-scripted story could be another step along the evolutionary path of the RPG.

Eventually the computer handles all of the processing, you feed it your desired outcomes, then strap in, attach the VR headset, and off you go in your generated fantasy à la We Can Remember It For You Wholesale.*

*or alternatively, Itchy the Wookiee in the Mind Evaporator in the Star Wars Holiday Special
 
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