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Forgotten Realms - why do you still like running games here? +
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<blockquote data-quote="Amphytrion" data-source="post: 9755529" data-attributes="member: 7046181"><p><strong>Why? </strong>I run games in FR because it is a near-endless spring of ideas. Many brilliant designers, creators, novelists and worldbuilders have labored on FR, each adding a twist or bit, and now I'm spoiled not only for adventure ideas but by variations of the campaign setting. There's a kernel in each major character, nation, faction, or region that will interest you, even if you discard the rest.</p><p></p><p><strong>How do you approach the setting? </strong>What I like is in; what I don't is not. I twist, change, pick and choose at my own liking. That way, the long history ceases to become a chain and becomes a toolbox. I lean into the aspects that interest me, steal from other settings, change bits here or there that I think make it more evocative, etc. I do forbid my players from browsing the FR wiki and enforce such forbiddance stringently; any knowledge they get about the setting comes from me.</p><p></p><p><strong>How long has it been your campaign setting of choice? </strong>As a dungeon master, probably going on about 6 years. I used to homebrew, then I used other published settings, and eventually I settled on FR.</p><p></p><p><strong>What are your favorite game supplements? </strong>If we are sticking to 5e, <em>Waterdeep: Dragon Heist </em>has been my favorite adventure to run, ever. What a blast; the book is so full of hooks one could play it forever. I make extensive use of 5e's adventures as toolboxes, especially the ones published during Mike Mearls' time as head of the D&D team. Each adventure doubled as a very well-realized mini campaign setting, and that is probably a testament to the team but especially to Chris Perkins, who wrote most of them. </p><p></p><p>Despite the disappointment that is the SCAG, we have had some sourcebooks that are <em>mostly </em>FR-centric and I do use extensively, but could also be used in other settings: <em>Volo's Guide to Monsters</em> and <em>Mordenkainen's Tome of Foes </em>have fantastic chapters at the front that really help me bring peoples, monsters and different races to life. I love the random tables for hags, yuan-ti, etc., and I adore the discussions of elven metaphysics, dwarven clans, etc. These chapters were later sadly deleted in the reprinting, but I highly recommend them.</p><p></p><p><em>Minsc and Boo's Journal of Villainy </em>is also very useful and full of gameable material within, including patrons, enemies, allies, rivals, cities, etc. The DMs Guild also sells other great third-party (but not necessarily canon, if you are one to care about such things) material, including <em>Darkhold: Secrets of the Zhentarim </em>and Ed Greenwood's <em>Thay: Land of Red Wizards. </em></p><p></p><p>As for older stuff, I really 4e's Campaign Book, which is also full of ideas despite its horrible reputation. Actually, 4e's DM-focused line is mostly pretty great if you get past the endless retcons, including FR's Neverwinter and Mezoberranzan books. 3e had great supplements too (<em>Powers of Faerûn</em> was underrated), and of course 2e spoiled us with so many releases I probably haven't even glimpsed them all.</p><p></p><p><strong>Do you use any of the novels? </strong>As inspiration, yes. I've read Salvatore, but what I found most useful were Erin Evans' books (Brimstone Angels), which feature tieflings, dragonborn, and warlocks. It really solidified some of those narrative beats in my mind. I mine novels for characterization, setting, and ideas, but I do not abide fully by its continuity at my table. My entertainment as a reader is separate from my worldbuilding as a dungeon master, and sometimes heroics in the novels delete adventure hooks best saved for the player characters.</p></blockquote><p></p>
[QUOTE="Amphytrion, post: 9755529, member: 7046181"] [B]Why? [/B]I run games in FR because it is a near-endless spring of ideas. Many brilliant designers, creators, novelists and worldbuilders have labored on FR, each adding a twist or bit, and now I'm spoiled not only for adventure ideas but by variations of the campaign setting. There's a kernel in each major character, nation, faction, or region that will interest you, even if you discard the rest. [B]How do you approach the setting? [/B]What I like is in; what I don't is not. I twist, change, pick and choose at my own liking. That way, the long history ceases to become a chain and becomes a toolbox. I lean into the aspects that interest me, steal from other settings, change bits here or there that I think make it more evocative, etc. I do forbid my players from browsing the FR wiki and enforce such forbiddance stringently; any knowledge they get about the setting comes from me. [B]How long has it been your campaign setting of choice? [/B]As a dungeon master, probably going on about 6 years. I used to homebrew, then I used other published settings, and eventually I settled on FR. [B]What are your favorite game supplements? [/B]If we are sticking to 5e, [I]Waterdeep: Dragon Heist [/I]has been my favorite adventure to run, ever. What a blast; the book is so full of hooks one could play it forever. I make extensive use of 5e's adventures as toolboxes, especially the ones published during Mike Mearls' time as head of the D&D team. Each adventure doubled as a very well-realized mini campaign setting, and that is probably a testament to the team but especially to Chris Perkins, who wrote most of them. Despite the disappointment that is the SCAG, we have had some sourcebooks that are [I]mostly [/I]FR-centric and I do use extensively, but could also be used in other settings: [I]Volo's Guide to Monsters[/I] and [I]Mordenkainen's Tome of Foes [/I]have fantastic chapters at the front that really help me bring peoples, monsters and different races to life. I love the random tables for hags, yuan-ti, etc., and I adore the discussions of elven metaphysics, dwarven clans, etc. These chapters were later sadly deleted in the reprinting, but I highly recommend them. [I]Minsc and Boo's Journal of Villainy [/I]is also very useful and full of gameable material within, including patrons, enemies, allies, rivals, cities, etc. The DMs Guild also sells other great third-party (but not necessarily canon, if you are one to care about such things) material, including [I]Darkhold: Secrets of the Zhentarim [/I]and Ed Greenwood's [I]Thay: Land of Red Wizards. [/I] As for older stuff, I really 4e's Campaign Book, which is also full of ideas despite its horrible reputation. Actually, 4e's DM-focused line is mostly pretty great if you get past the endless retcons, including FR's Neverwinter and Mezoberranzan books. 3e had great supplements too ([I]Powers of Faerûn[/I] was underrated), and of course 2e spoiled us with so many releases I probably haven't even glimpsed them all. [B]Do you use any of the novels? [/B]As inspiration, yes. I've read Salvatore, but what I found most useful were Erin Evans' books (Brimstone Angels), which feature tieflings, dragonborn, and warlocks. It really solidified some of those narrative beats in my mind. I mine novels for characterization, setting, and ideas, but I do not abide fully by its continuity at my table. My entertainment as a reader is separate from my worldbuilding as a dungeon master, and sometimes heroics in the novels delete adventure hooks best saved for the player characters. [/QUOTE]
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