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

Same. When I buy a Setting book I want setting info, NPCs, hooks, things like that. Maybe an intro adventure, at most.

I don't want the bulk of the book taken up by an adventure I'll never run (Strixhaven was the worst offender for this in 5e IMO).

The new FR book is much better in that regard.

Yeah, for me, the only thing I balk at is the price when these two books feel like one big book to me. But I'm so much happier with these than I was with Spelljammer, Planescape, and Dragonlance. These books I can keep on my shelf and use for 20 years.
 

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I think the key to the critical analysis Ben is pointing out is that a significant proportion (or all, I haven't read them) of the 1 page adventures in the book boil down to "go here and kill things" with little interactivity provided.

It would have been far more interesting to, say, have things structured by Tier and have them be little scenarios that don't have assumed levels and explicit enemies. Then perhaps a page of encounters or something by level that you can slot in, making it a lot easier to grab an adventure and tailor it to what you're running.

Is your party facing off against marauding worshippers of some evil god who have hired a bunch of demonic gnolls as muscle? Give them an interesting "Siege" setup that leaves the opponents open and spends its word count on possibilities and interactivity.
 

I think the key to the critical analysis Ben is pointing out is that a significant proportion (or all, I haven't read them) of the 1 page adventures in the book boil down to "go here and kill things" with little interactivity provided.

It would have been far more interesting to, say, have things structured by Tier and have them be little scenarios that don't have assumed levels and explicit enemies. Then perhaps a page of encounters or something by level that you can slot in, making it a lot easier to grab an adventure and tailor it to what you're running.

Is your party facing off against marauding worshippers of some evil god who have hired a bunch of demonic gnolls as muscle? Give them an interesting "Siege" setup that leaves the opponents open and spends its word count on possibilities and interactivity.
Peaceful interactions are easy enough to come up with, solid combat Encounters that can get picked up and go are useful.
 
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I think the key to the critical analysis Ben is pointing out is that a significant proportion (or all, I haven't read them) of the 1 page adventures in the book boil down to "go here and kill things" with little interactivity provided.
I mean, that is left to the players to do. They decide how they want to approach the situation. They have persuasion and insight skills on the character sheet to remind them not everything is about combat. The adversaries also have attributes and skills to be used by the DM.
 


I haven't read them all but from those I have read, I think I can make something out of the adventure outlines included in the book
I think it's fair to say you are more comfortable with improvisation and light adventure prep than most.

An experienced DM, especially one comfortable with improvisation, can often do a lot with even a simple prompt -- heck, we have a whole Iron DM competition here at ENWorld built around that idea -- but I don't think adventures should be written for the best DMs as a rule, but the average or even below-average DMs who are the ones who will need more help.

Ben Milton is probably not disposed to give rave reviews to any WotC product, as they're doing a different thing than he enjoys, but the fact that these adventures aren't a dealbreaker for the strongest DMs isn't really a ringing endorsement.
 

I think it's fair to say you are more comfortable with improvisation and light adventure prep than most.

An experienced DM, especially one comfortable with improvisation, can often do a lot with even a simple prompt -- heck, we have a whole Iron DM competition here at ENWorld built around that idea -- but I don't think adventures should be written for the best DMs as a rule, but the average or even below-average DMs who are the ones who will need more help.

Ben Milton is probably not disposed to give rave reviews to any WotC product, as they're doing a different thing than he enjoys, but the fact that these adventures aren't a dealbreaker for the strongest DMs isn't really a ringing endorsement.
I think you are under valuing Mike's perspective. I think that these adventures are good and a good way to present stuff. I do not consider them complete adventures but more outlines and inspiration to craft a campaign. There is enough there to run a basic adventure but they are sparce enough to allow filing in the (obvious to any given DM) blanks. The actual perceived blanks may differ for different people, but they do not overwhelm with detail.
If people want more complete adventures there have those also.
They are also light enough to be used as side quests or connecting tissue for adventure anthologies or classic modules.
 

I think you are under valuing Mike's perspective. I think that these adventures are good and a good way to present stuff. I do not consider them complete adventures but more outlines and inspiration to craft a campaign. There is enough there to run a basic adventure but they are sparce enough to allow filing in the (obvious to any given DM) blanks. The actual perceived blanks may differ for different people, but they do not overwhelm with detail.
If people want more complete adventures there have those also.
They are also light enough to be used as side quests or connecting tissue for adventure anthologies or classic modules.
Particularly, the worksheets in the DMG are the tools thst can really grow the seeds here. IMO.
 


Peaceful interactions that also present a challenge, rather than just an am dram opportunity, are not easy to design. Then there are puzzles of varying types.
True, but the books do include a lot of information to help with that, as well, with Gazateers and Faction info. At any rate, thsf is not terribly crunchy in D&D, unlike combat which can involve e a lot of number crunching.
 

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