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D&D 5E Forgotten Realms - How would you publish this setting this time?

howandwhy99

Adventurer
How would you publish the Forgotten Realms Setting for D&D Next?
and...
What do you think about this way?

[sblock]I have been been giving some serious thought on how I would publish the Forgotten Realms, both for what I need from a campaign setting and taking into account all the changes FR has endured. It is one of my favorite settings, but in recent years it has lost some of the fan favoritism it enjoyed not long ago.

For me, the Forgotten Realms is a multitude of campaign settings combined into one. This is one of the key selling points that I believe has been lost over the years.

I believe settings should be published as small works, perhaps 32 pages including the basic elements at large for the setting with perhaps another 32 about specialty rules that help define it. So you get the map, the people, the places, the culture, history, and so on in one portion and unique subclasses, playable races, monsters, magic items, spells, equipment, buildings, clothes, etc. in the other. This helps from overwhelming DMs with the wealth of material the Realms (or any setting nowadays) has. It allows room for DMs and players to expand and define the setting themselves through play as well as present a setting where 1st level PCs have a place to cause relatively significant changes and not just the high level characters (all too often only NPCs).

This model is not enough to play the full Realms of course. Instead, I propose multiple ones be created, regional works each a campaign setting in and of themselves. The unique rules and character options could then be introduced to other areas of the Realms as exotic elements from foreigners who have traveled as strangers to strange and unknown lands.

The most important element is creating a "Known World" for each region and/or people. People of the same culture may know of other areas, but they might have different names and descriptions of them than those who reside there do. How each group defines themselves is even presented in an even more customized manner according to how they as a culture view the world. So there is no overarching definition they must fit into to relate who they are. They are as they view the world. This means some seriously custom appearance, layout, writing, and features specific to every work.

DMs could then purchase these individually unique settings for entire 1st thru (20?) highest level play campaigns. Of course the players could choose to travel elsewhere, but it's understood they are leaving to unknown parts of the world ~or perhaps only sketchily detailed areas given their points of view (both player and character).

Groups could also customize these published areas or create regions whole cloth for addition into the Forgotten Realms. The Realms would truly belong to them and their players as what regions, what elements of those regions, and what new areas are included into the whole Realms is up to them. DMs may be the default designer, but depending on how little "forgotten" their Realms are the Players may have more or less of design input too. The overarching Realms Map then becomes unique to each and every table and with miles of room for growth and the unknown to be explored. With greater freedom for publishers to design some areas may become more popular, even if not all do. Regardless, since any homebrew setting could incorporate any one of these settings into them this means many DMs would benefit from buying one not just Forgotten Realms DMs.

What?! Now hold on. While these regional campaign settings, each a "Realm" may be static defaults the entire setting can still enjoy a single, overarching work with a continuously advancing timeline. This is the Forgotten Realms of the novels, of the videogames, of the shared world played at conventions around the world. This is the default Forgotten Realms we've all come to know. It has all the famous characters fully fleshed out, the amazingly detailed nuances by Mr. Greenwood, the heroes from the novels with all their glorious deeds intact. But this would not be the Forgotten Realms as the DMs must use it. It would only be one configuration of them. The officially published version, the one we all best know.

Of course there could be other overarching setting books. For instance, an Arcane Age timeline could be published or one for the Spellplague or the Time of Troubles or any other major plot from the settings. And if those really sell well, heck, even never-published-before, brand new historical timelines could be published too. Each offers unique interpretations for gaming, while still defaulting to some or all of the individual settings bought piecemeal.

What this does is allow the setting to be mysterious, highly customizable and usable to DMs, but also offer the option of a default, by-the-novels and videogames campaign setting for those who desire to play their specifically. It also means potentially quite a few more products to publish, but I think smaller works could be bound and sold together if a certain page count / price point needed to be reached. Anyways, it's an idea. What do think?[/sblock]
 

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I would add this.

The most important lesson to be learned from the 4E version of the Forgotten Realms is quite simple: thou shalt not ever again in the history of the D&D or Forgotten Realms brands publish a world map that sucked so hard that its suckage created a black hole. Good maps are paramount. Every edition prior to 4E had one.

Other than that, personally I would follow the Neverwinter Campaign Setting model. Pick an area, include a detailed regional map (and try and get the details right unlike the 4E map...) and several city/town maps and then provide a tonne of adventure hooks and ideas as was done with Neverwinter and publish that as a hardcover book as that seems to sell. WotC also nearly got this right with Loudwater in the 4E setting but it was ruined by the crappy maps which were undetailed and uninspiring. I would do this again - but properly! - in the initial campaign setting release.

And, in a conscious homage to 1E, I would have the first release under this model be Waterdeep and the North.

I don't think the 32-page model that Paizo uses will suit WotC. I like your ideas, [MENTION=3192]howandwhy99[/MENTION], but it seems it doesn't suit the WotC business model. It's a shame, though; personally I would love to see it.
 

I think your business model would not be economically viable for the publisher, though as a fan I have no issue.

I personally feel the presentation of both the OGB and the 4e FRCS have been the best interpretations as far as most useful gaming aids. 3rd edition while jam packed was full.of history/backstory like the LGG was, and lean on plot hooks and "what is going on now". Too much global, not enough local. Not useful at all for me.

I also like having player crunch split up into a separate document/book. I would rather see separate books ala the 4e FRPG, and Magic of Faerun. I do not want that in the setting book taking away from adventure material.

Overall I think the 4e model.was great (though the Spellpague and it's ramifications were not to my liking). The type of content present in the FRCS was light on history, and light on global. It spent most of its regional descriptions providing plot hooks, and current goings-on. It had a neat section on treasure items that were specific to the regions of the realms. It provided a mini setting area along with a detailed adventure, several adventure outlines, and suggestions for other adventures in the region.

As a DM that is exactly what I want in a setting book. I do not need famous NPC stats, emphasis on Gods barring practical information about the faith and how it operates ifrom the perspective of those living in the world, nor pages and pages of history and backstory that is there for designers to stretch their wannabe novel writing wings.

The biggest beef I have with my beloved OGB is the sections that details NPC adventuring companies (who cares about their exploits?), and the history month by month of what has happened in the last 2 years (which is light on plot holes, and rather like newspaper clippings of things done and done).
 

I'd back up and use the Grey Box as the basis. Detail areas, regions, towns, key dungeons, legends, rumors, etc. Very limited on key or high-level NPCs.

Then lock the timeline -- no progression from that point except what happens in a player's home game.

And, most important -- I'd divorce the FR novel canon completely from the game products. The novels can do whatever they want; those actions and characters will not be reflected in the game products.
 

I don't think the 32-page model that Paizo uses will suit WotC.
Well now I have to go check those out. I was totally thinking 1980's Greyhawk folio, which frankly covers far too much area for its size IMO. And then bind a few together maybe, if absolutely necessary.

I do not need famous NPC stats, emphasis on Gods barring practical information about the faith and how it operates ifrom the perspective of those living in the world, nor pages and pages of history and backstory that is there for designers to stretch their wannabe novel writing wings.
Actually, that's exactly what I mean by an overarching Forgotten Realms book. It's the book you point all the novel readers, videogame players, and endless canon lovers to because it is slathered 10 layers high with the most in-your-face detail from the most popular and most loved media elements for FR. Yes, technically it should be functional as an overarching book for piecing the smaller books together and still have some overview for sites not as of yet given a treatment, but this is all about the benjamins (as they say). Soak the non-player audience and lovers of vast detail with quotes from the books, pictures from the videogames, full NPC statblocks of the most amazing NPCs the setting has to offer. Don't think, "how could any DM run this?" Make this for the fanboys and go all out.

Your advice about recent events, adventure hooks, and all the other needed elements from a campaign setting I would put in the other books. The setting is too big as it is. But has amazing potential still. 10-12,000 words of text is more than enough for adventure detail and not too much for DMs to prepare from. ...besides, I'm a big believer that adventures are still needed even with a campaign setting.
 
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I'd publish the setting using the best elements of the 2E and 3E strategies - specifically, I'd republish a beautiful, massively-detailed setting book a la the 3E FR Campaign Setting. That book set a standard.

After that, I'd start putting out a plethora of regional material to flesh out various areas, with related adventures coming out every so often. Likewise, I'd pay very close attention to canon between products, including the novels.

There's a lot of hate on the idea of "canon" and "massive amounts of detail," which strikes me as ironic, since it was during the time when those things were at their apex that the Realms became such a popular setting. Even more importantly, however, is that having such a heavy body of materials is what makes the Realms different from other campaign worlds. If people want a minimally-developed campaign that they can make their own mark on, there's already a half-dozen of those (Greyhawk, Mystara, etc.).

The greatest strength of the Realms is its rich, deep level of development. This is a strength, not a weakness - making the Realms just like every other generic fantasy campaign setting is not the way to differentiate it.
 

For the most part, I'd follow the Paizo model. A core product, and a steady series of paperback/PDF setting books.

What I'm not sure is if the core product should be a boxed set or not. But I lean toward yes.
 

Like [MENTION=8461]Alzrius[/MENTION] said, but I'd like a large interactive zoom based map (like Midgard) that as I buy more printed material unlocks details in the regions: city maps, ruins, even monster art and tiles for printing... Also, all dungeons as high resolultion images i can drop into 3D virtual table top ... (that way I don't have to scan) .. (actually ideally, partner with them and as you drill down into table top maps it autolaunches into the app (or even runs a shell script) ...

This really isn't that difficult either
 


I'd back up and use the Grey Box as the basis. Detail areas, regions, towns, key dungeons, legends, rumors, etc. Very limited on key or high-level NPCs.

Then lock the timeline -- no progression from that point except what happens in a player's home game.

And, most important -- I'd divorce the FR novel canon completely from the game products. The novels can do whatever they want; those actions and characters will not be reflected in the game products.
This is precisely what I'd do, too, but I think the furor would be even worse than the Spellplague.

-O
 

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