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Forgotten Realms in AD&D 1st Edition a better setting for adventures?
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<blockquote data-quote="haakon1" data-source="post: 9223609" data-attributes="member: 25619"><p>Admundfort, as a fellow Greyhawker, unless I’m mistaken about your user name, I suspect people like the Grey Box version of FR for some of the same reasons I like Greyhawk:</p><p></p><p>(1) Incomplete hints rather than encyclopedic details. This leaves room for DM creativity, adding anything you like, and excluding anything you don’t. It also means the DM and players don’t need to read hundreds of books to be schooled on the setting, and there’s much less likelihood of “setting lawyering”.</p><p></p><p>(2) Less populated by details = possible to be more points of light and “what’s beyond the next hill” feel. You explore, rather than reading what Volo found.</p><p></p><p>(3) Single point in time. Rather than centuries of huge rewrites for each edition, it’s a single coherent setting. (For Greyhawk, I use a combination of the AD&D and 3e versions, but those are only 15 years apart. My campaign is now 13 years after the original boxed set, but with those 13 years based on what happened in my campaigns, and my take on what “should have happened” in the 2e era, rather than the full official story that I find silly in parts.)</p><p></p><p>One thing I really appreciate about Harn is it’s always the same year in that game’s materials, across decades of writing, so it’s all compatible.</p><p></p><p>(4) The original breakthrough version of things, just in life in general, is often best. First Star Wars movie released. A bands first breakthrough album. The first version is the reason for all the others.</p></blockquote><p></p>
[QUOTE="haakon1, post: 9223609, member: 25619"] Admundfort, as a fellow Greyhawker, unless I’m mistaken about your user name, I suspect people like the Grey Box version of FR for some of the same reasons I like Greyhawk: (1) Incomplete hints rather than encyclopedic details. This leaves room for DM creativity, adding anything you like, and excluding anything you don’t. It also means the DM and players don’t need to read hundreds of books to be schooled on the setting, and there’s much less likelihood of “setting lawyering”. (2) Less populated by details = possible to be more points of light and “what’s beyond the next hill” feel. You explore, rather than reading what Volo found. (3) Single point in time. Rather than centuries of huge rewrites for each edition, it’s a single coherent setting. (For Greyhawk, I use a combination of the AD&D and 3e versions, but those are only 15 years apart. My campaign is now 13 years after the original boxed set, but with those 13 years based on what happened in my campaigns, and my take on what “should have happened” in the 2e era, rather than the full official story that I find silly in parts.) One thing I really appreciate about Harn is it’s always the same year in that game’s materials, across decades of writing, so it’s all compatible. (4) The original breakthrough version of things, just in life in general, is often best. First Star Wars movie released. A bands first breakthrough album. The first version is the reason for all the others. [/QUOTE]
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