Hey I looked this thread back up after getting invested in your
orcs thread. I wondered after reading the following comments what parts of the Forgotten Realms actually got proper attention in the original boxed set.
[...] From what I remember, the focus has always been on the corridor Sword Coast, Cormyr, Dalelands, Moonsea, and then later the North as well, which eventually became the main focus. (I blame BioWare.) Then there also was some content for Rashemen and Thay and I believe one attempt to do something with Impiltur, but that seems to be about it. Rashemen has a full two pages of description, and Aglarond and Thay both half a page each. Those are very long compared to most places that are described. This makes me assume that this part of the Realms had already been quite developed before this box. Does anyone know anything about their origin? [...]
[...] Another thing I very much noticed is that with the 2nd edition version, you really get a massive Renfairification of the Forgotten Realms. The story of how the three most coolest evil edgelord gods got axed is well enough known, but it goes much deeper than that. It's very striking in the North, which I have compared to greater detail. In the 2nd edition version, you find description of numerous monster haunted ruins and potential villains from the 1st edition version, which inform you that adventurers have taken care of it and the threats are all gone now. What you don't find are really any meaningful new threats that have moved in to replace them. What you get instead are pages and pages of descriptions of all the quaint little inns and taverns and cute local craftsmen shops that you can find in the countless charming happy villages. It's cute, but what about the dungeons? What about the dragons? Isn't this supposed to be a setting for dangerous and thrilling adventures? Where the adventure at? [...]
So I decided to check. Here's a map with all the settlements that get an entry in the Grey Box campaign set circled in
red, all the adventure locations that get an entry circled in
orange, the settlements that get only a tiny 2-3 sentence entry in
yellow (which is all of Sembia, interestingly), and all the places that get a map circled in
green or with green boxes:
Here's another one that zooms in on the area with the most attention:
It's nuts how much more attention the heartlands and western heartlands(?) get compared to
everywhere else. Also, it feels like most adventure to be had is in the western heartlands, where the greatest density of wilderness adventure sites is. Skimming their entries, Cormyr and the Dalelands already seem kinda ren-faire, though there's usually an adventure hook somewhere in each entry.
[...] I am not sure how much the map for Faerûn was changed over the editions (though it definitely was changed to get rid of large blank spaces), but the version here is just massive. Easily twice the size of all of North America. You can easily fit five or six Europes in there, and the map here doesn't even include good parts of the very south and east that are on many later maps. And this appears to be not accidental, as with the weird scale of the Eberron map, that doesn't make much sense when you compare it with the descriptions. Here the discriptions make it clear that the land is supposed to be huge and large unpopulated, or even unexplored. Though I guess being the creation of a Canadian, the sense of distance might have been very different from that of medieval Europeans. [...]
But I think this is fun. If you're looking for a version of the Forgotten Realms that feels different from the more familiar one, making it a vast outdoor wilderness setting sounds cool. [...]
Funny, I very much hate that sort of extreme size in fantasy settings, in the same way that I hate setting timelines that go for tens of thousands of years. It's too much; overwhelming but also lacking vital detail. I appreciate the way you've contextualized it, though. I've gotten some of this huge unpopulated feel, seeing the western half of the US and the inland west of China, where there are vast open spaces in which almost no one lives. There's definitely a kind of romance in that.
[...] Thinking about this again today, I was having the thought that perhaps the issue here lies in the fact that pretty much all the organizations and factions that would gladly do harm to the good people of civilization happen to be secret societies with fairly nebulous goals. The vast majority of threats are conspiracies, and the whole point of conspiring is to not only keep the plan secret from outsiders, but to also hide the fact that there is any kind of plan in the works to begin with.
To be aware that something shifty is going on, you already have to be in the game. And the generic aspiring adventurers who just stepped off the proverbial boat happen to be completely oblivious to the local power structures and unspoken rules, and have no connections who trust them with sensitive information. I think that's exactly the issue that has made the Forgotten Realms such a difficult beast to tackle since I started looking for more than Elminster Fetch Quests and Kill The Orcs Because They Are Orcs. There is a mismatch of what the PCs are supposed to be and what is the most interesting feature of the setting. Which isn't unique to Forgotten Realms, of course. The exact same thing has always been plaguing Vampire: The Masquerade, and it is quite similar to why Planescape is way more fun to read than creating adventures for it.
There's a cool organizing device called the
conspyramid, which might help with this, where a secret society has cells/subfactions at a bunch of different levels--street level, city level, regional level--with a network of connections between them. The PCs can discover the network by recovering letters or interrogating NPCs, when they deal with street level cells that are getting up to no good, i.e. the bandits harassing this area are part of a larger operation. The larger network then has a pattern of responses to PC antagonism--and they can drive the game in a more interesting way than "mayor tells PCs to go solve escalating BBEG threat in order A, B, and C" (It's kinda how Baldur's Gate 1's main plot works, except that it's not a railroad).
Dunno if that helps, and I've never used this device, but it looks sweet.