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Forgotten Realms Campaign Setting
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008781" data-attributes="member: 18387"><p>WotC launched their premium campaign setting with the impressive Forgotten Realms Hardcover - artistically one of the finest gaming books ever produced. The premium quality is reflected in the price unfortunately - but luckily the material presented in it and the strong supporting supplements that have followed in its wake makes the Forgotten Realms Campaign Setting a must-buy for most DMs. </p><p></p><p><span style="color: red"><strong> The Stuff </strong></span></p><p></p><p>The game mechanics in this book are absolutely magnificent. This book takes the core races and classes of the PHB and gives them a colourful refurbishment. The subraces of Elves, Dwarves, Gnomes and Halflings add tremendously to the game - so much that I personally would never go back to the standard races. The best part is the addition of the three races of Planetouched - the Planescape favourites Aasimar, Genasi and Tiefling - great races that make a fine addition to any campaign. </p><p></p><p>I consider most of the Prestige Classes in this book essential for any fantasy campaign: Arcane Devotee, Archmage, Divine Disciple, Divine Champion, Divine Seeker, Guild Thief, Hierophant, and Runecaster are generalistic PrCs that fill essential roles fantasy mythology. </p><p></p><p>The new concept of Regional Feat is a jewel - imaginative and evocative feats that add tremendously to your characters background. Add to this the pletora of new clerics domains - including unvaluable ones like Craft, Darkness, Moon, Orc, Ocean, Spell and Thievery - surely domains that would have been in the core books had space permitted so. As an additional bonus you'll get nifty new spells and game mechanics for interesting magical variants such as Rune Casting, Spellfire, The Shadow Weave (with its Shadow Adept PrC) and Wild Magic (many of which are further expanded on in Magic of Faerûn).</p><p></p><p>The FRCS also offers a wide variety of colourful gods - including all the extra demi-human deities you'll need - most of which are easily adaptable to any setting or campaign. The material presented is very useful and one can only start to guess how much more value this material will gain when Faiths and Pantheons is released. </p><p></p><p>The monsters in the FRCS are simply awesome. The Shades are one of the coolest concepts I've seen for a long long time. I love the idea of Shades - it's a new addition to the Realms and could turn out to be THE VILLAINS of the new FR....</p><p></p><p><span style="color: red"><strong> The Fluff </strong></span></p><p></p><p>Unlike most campaign settings, "fluff" is not the right word for the informative - non game-mechanic - content of this book. Everything is presented in a way that is useful and applicable. The Geographic regions are superbly described. All the useful statistics like Capital, Population (and racial percentages), Government, Religions, Imports, Exports, Alignment, Life and Society, Major Geographical Features, Important Sites,Regional History and Plots and Rumours are right at your fingertips. Important NPCs, close-up maps and trademaps are also included. This is the format all campaign sourcebooks should follow - it's a shining example of organisatorial skill and methodic thinking. Wonderful is an understatement. </p><p></p><p>Another great feature of this product is the Life in Faerûn chapter - essentially a DM's Guide to Running the Realms. It includes great information about everything from Time and Seasons to Coin and Commerce on to Craft and Engineering. Religion, Holy Days, Magic in Society and more is presented in a way that makes it immediately useful. There IS no fluff in this book. It's the ultimate tool-box for running a campaign and it covers an impressive amount of space.</p><p></p><p><span style="color: red"><strong> Final Words </strong></span></p><p></p><p>The FRCS laid the groundwork for the following supplements. The impressive design, wonderful artwork and high text density has set an example for fantasy game design. Luckily, the supplementary products - Magic of Faerûn and Lords of Darkness - have fully lived up to the incredible standard set by the FRCS. Look out for my upcoming reviews of those. Buy this book. You won't regret it, if for nothing else than the awe-striking effect it will have on you....</p><p></p><p>-Zarrock</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008781, member: 18387"] WotC launched their premium campaign setting with the impressive Forgotten Realms Hardcover - artistically one of the finest gaming books ever produced. The premium quality is reflected in the price unfortunately - but luckily the material presented in it and the strong supporting supplements that have followed in its wake makes the Forgotten Realms Campaign Setting a must-buy for most DMs. [color=red][b] The Stuff [/b][/color] The game mechanics in this book are absolutely magnificent. This book takes the core races and classes of the PHB and gives them a colourful refurbishment. The subraces of Elves, Dwarves, Gnomes and Halflings add tremendously to the game - so much that I personally would never go back to the standard races. The best part is the addition of the three races of Planetouched - the Planescape favourites Aasimar, Genasi and Tiefling - great races that make a fine addition to any campaign. I consider most of the Prestige Classes in this book essential for any fantasy campaign: Arcane Devotee, Archmage, Divine Disciple, Divine Champion, Divine Seeker, Guild Thief, Hierophant, and Runecaster are generalistic PrCs that fill essential roles fantasy mythology. The new concept of Regional Feat is a jewel - imaginative and evocative feats that add tremendously to your characters background. Add to this the pletora of new clerics domains - including unvaluable ones like Craft, Darkness, Moon, Orc, Ocean, Spell and Thievery - surely domains that would have been in the core books had space permitted so. As an additional bonus you'll get nifty new spells and game mechanics for interesting magical variants such as Rune Casting, Spellfire, The Shadow Weave (with its Shadow Adept PrC) and Wild Magic (many of which are further expanded on in Magic of Faerûn). The FRCS also offers a wide variety of colourful gods - including all the extra demi-human deities you'll need - most of which are easily adaptable to any setting or campaign. The material presented is very useful and one can only start to guess how much more value this material will gain when Faiths and Pantheons is released. The monsters in the FRCS are simply awesome. The Shades are one of the coolest concepts I've seen for a long long time. I love the idea of Shades - it's a new addition to the Realms and could turn out to be THE VILLAINS of the new FR.... [color=red][b] The Fluff [/b][/color] Unlike most campaign settings, "fluff" is not the right word for the informative - non game-mechanic - content of this book. Everything is presented in a way that is useful and applicable. The Geographic regions are superbly described. All the useful statistics like Capital, Population (and racial percentages), Government, Religions, Imports, Exports, Alignment, Life and Society, Major Geographical Features, Important Sites,Regional History and Plots and Rumours are right at your fingertips. Important NPCs, close-up maps and trademaps are also included. This is the format all campaign sourcebooks should follow - it's a shining example of organisatorial skill and methodic thinking. Wonderful is an understatement. Another great feature of this product is the Life in Faerûn chapter - essentially a DM's Guide to Running the Realms. It includes great information about everything from Time and Seasons to Coin and Commerce on to Craft and Engineering. Religion, Holy Days, Magic in Society and more is presented in a way that makes it immediately useful. There IS no fluff in this book. It's the ultimate tool-box for running a campaign and it covers an impressive amount of space. [color=red][b] Final Words [/b][/color] The FRCS laid the groundwork for the following supplements. The impressive design, wonderful artwork and high text density has set an example for fantasy game design. Luckily, the supplementary products - Magic of Faerûn and Lords of Darkness - have fully lived up to the incredible standard set by the FRCS. Look out for my upcoming reviews of those. Buy this book. You won't regret it, if for nothing else than the awe-striking effect it will have on you.... -Zarrock [/QUOTE]
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