Forgotten Realms "Canon Lawyers"

The thing is if you play by canon, it is not possible within the logical purview of a D&D campaign to ever be a truly important figure in the Realms.

QFT...

However to be devils advacate here...in theory a VERY epic game, say 28+ level PCs could become major movers and shakers up there with Elminster...my problem is I want my PCs to have that spot light at say 12-15th level (legendary levels by 2e)
 

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To become important in the scope of the 3E Realms, you had to play beyond the sweet spot of the game into the levels that the game did poorly, and even into epic levels that were even worse.
 

To become important in the scope of the 3E Realms, you had to play beyond the sweet spot of the game into the levels that the game did poorly, and even into epic levels that were even worse.

In principle one can play 4E D&D, while using the Forgotten Realms fluff + canon from 3E/3.5E and 2E.

One of my FR "canon lawyer" friends is doing exactly that. He really hated what WotC did to the 4E version of Forgotten Realms, and hence is using all the older FR splatbooks from 3E/3.5E and even some earlier ones from 2E AD&D for his own "canon strict" FR game using 4E rules.
 

Here's a quote(1) from Ed Greenwood saying that it does.



(1)The Forgotten Times: Interview: Ed Greenwood

And have you read the Elminster novels? All of them?

Are you aware that quite a lot of Ed's texts have been heavily edited, modified and even rewritten in parts? 'Spellfire' is the prime example of this, but he's said a lot has been edited or modified down the years.

Me? I love details and tidbits, and my players do so too -- for us they provide fun, and I feel all the "extra" work is worth it. Besides, that attention to detail and a thousand tales is what originally "hooked" me to FR -- when 4E FR got rid of it, I don't feel the same "spirit" is there anymore.
 

In principle one can play 4E D&D, while using the Forgotten Realms fluff + canon from 3E/3.5E and 2E.

One of my FR "canon lawyer" friends is doing exactly that. He really hated what WotC did to the 4E version of Forgotten Realms, and hence is using all the older FR splatbooks from 3E/3.5E and even some earlier ones from 2E AD&D for his own "canon strict" FR game using 4E rules.


Ironically, if he's ignoring the FR 4e setting changes, he's not playing to canon at all (unless he's playing in the setting pre-spell plague, rather than pretending it doesn't happen). :D
 

Ironically, if he's ignoring the FR 4e setting changes, he's not playing to canon at all (unless he's playing in the setting pre-spell plague, rather than pretending it doesn't happen). :D

That's true and ironic. ;)

In my friend's case, 4E Forgotten Realms doesn't exist. His "canon lawyering" only goes up to the last few novels and splatbooks released in the 3.5E era. As far as he is concerned, his "Forgotten Realms" is more or less a complete static entity now. That is, unless WotC starts writing prequel novels in Forgotten Realms.
 

Actually becoming a power player in the realms is not just impossible because those echelons are populated by wizards at least in their mid to high twenties. It is because the intricate conspiracies and organizations that exist are ancient and it would be impossible for players to navigate those plots without bogging the game down to politics based more on lore and knowledge than power. To have true power would mean arranging truces and alliances with dozens of powergroups and individual powerbrokers. FR is too complicated at a political level. It is probably the way it should be in a world filled with nigh-immortal or undead archmages and a very large and active pantheon. But in its canon form it simply does not allow for the base concepts of epic tier gameplay as defined by 4E.
 

Actually becoming a power player in the realms is not just impossible because those echelons are populated by wizards at least in their mid to high twenties. It is because the intricate conspiracies and organizations that exist are ancient and it would be impossible for players to navigate those plots without bogging the game down to politics based more on lore and knowledge than power. To have true power would mean arranging truces and alliances with dozens of powergroups and individual powerbrokers. FR is too complicated at a political level. It is probably the way it should be in a world filled with nigh-immortal or undead archmages and a very large and active pantheon. But in its canon form it simply does not allow for the base concepts of epic tier gameplay as defined by 4E.

Good point. Though I have no idea what my FR "canon lawyer" friend is doing to address this issue. Most likely he will just move this sort of stuff up to a "post-epic" level, such as over level 40 or 50.
 

People seem to be making the assumption that the only way to hold power in Faerún is by personal might, be it at arms, magic or otherwise. This is blatantly false. You can be a mover and shaker in the Realms from the start, if you want and your DM wants that sort of game. I'd suggest the brilliant book Power of Faerún, written by Ed Greenwood and Ed Boyd, if you want a whole books worth of ideas on how to play the political game, and set about bringing your PC's to power. You won't become ruler of Cormyr by teleporting into the throne room and slaying Alusair Obarskyr. Got to play the political game, finding allies etc. That seems far more interesting to me.

That said, if you wanted a game where you could come to power through personal might, just set the game in the Border Kingdoms. They are described in Power of Faerún as "The most favoured destination for adventurers who want to proudly and boldly conquer a realm or establish their own kingdom... Few folk go there except those who want to carve out a place for themselves with a sword." Sounds fun to me!
 


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