RangerWickett
Legend
If Forgotten Realms is going to be the core setting at the start of 5th edition, then I think it's key to have an excellent series of adventures that show off the damned place. Not in a "and this week the Deus ex Machina will be . . . Khelben Blackstaff!" sort of way, but rather a compelling and original jaunt across a vibrant world.
First of all, you have to assume the typical player and GM knows nothing about the realms. So you have to set the scene well, and cleverly weave exposition about future locations into the earlier adventures. We're doing something similar in ZEITGEIST, but we're more focused in one city, with the rest of the world being locations to go to for a single adventure act before returning home.
For a Realms game I'd want travel to be constant. You're 'Adventurers!', so while it might be okay to have a home base for a short period of time, you should have to move on to another 'home base' every few levels.
Second of all, you need to avoid the problem the Scales of War path had, which was that it didn't seem to be planned out in advance. I'm not saying you need a plot-dense series with recurring NPCs and deep philosophical themes, but if you're making a long-term campaign, you may as well lay seeds for later events early on so there's more pay-off for people who stick with it.
Each individual adventure needs to be self-contained. There's an objective, and you complete the objective. But perhaps series of two or three adventures could have mini arcs, where perhaps you're working toward a complex goal.
Finally, it needs to tread a careful balance between showing off the world and letting the PCs be the heroes. Sometimes there should be NPCs who can help, but they shouldn't show up on their own; it should be up to the PCs when to involve allies, and the adventures should take that into account while still giving the PCs heroic things to do.
So, what would you want to see in a Forgotten Realms iconic adventure path?
First of all, you have to assume the typical player and GM knows nothing about the realms. So you have to set the scene well, and cleverly weave exposition about future locations into the earlier adventures. We're doing something similar in ZEITGEIST, but we're more focused in one city, with the rest of the world being locations to go to for a single adventure act before returning home.
For a Realms game I'd want travel to be constant. You're 'Adventurers!', so while it might be okay to have a home base for a short period of time, you should have to move on to another 'home base' every few levels.
Second of all, you need to avoid the problem the Scales of War path had, which was that it didn't seem to be planned out in advance. I'm not saying you need a plot-dense series with recurring NPCs and deep philosophical themes, but if you're making a long-term campaign, you may as well lay seeds for later events early on so there's more pay-off for people who stick with it.
Each individual adventure needs to be self-contained. There's an objective, and you complete the objective. But perhaps series of two or three adventures could have mini arcs, where perhaps you're working toward a complex goal.
Finally, it needs to tread a careful balance between showing off the world and letting the PCs be the heroes. Sometimes there should be NPCs who can help, but they shouldn't show up on their own; it should be up to the PCs when to involve allies, and the adventures should take that into account while still giving the PCs heroic things to do.
So, what would you want to see in a Forgotten Realms iconic adventure path?
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