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Greyhawk to Faerun and Beyond: A Multiversal D&D Lore Book Is Coming This Fall
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<blockquote data-quote="timbannock" data-source="post: 9352306" data-attributes="member: 17913"><p>I only recently ever got a look at those books because I was thinking of shoehorning them into a <em>Seas of Vodari</em> campaign I was running; I was basically adding any island-set D&D adventure that I could find into it. And I gotta say that while I ultimately passed on them for a variety of reasons, the format of those books was great.</p><p></p><p>They covered a lot of ground without being too boring, dry, and exhaustive. They focused tightly on how to bring everything in them to the game table without requiring much work. Loads of player-facing chargen stuff laser-focused on the setting; one "big idea" mechanic for mid- to high-levels (mecha combat!); solid encounter tables for the major regions; most environs were written up in a "here's the situation the PCs walk into at the start of an adventure"; and finally a handful (maybe more?) fully fleshed out adventures in an adventure path style but without being immense and filled with lore you had to pick from elsewhere.</p><p></p><p>It's too bad the three book format was a bit wonky and grossly overwritten. (Well, that, some subject matter issues, and also the focus on moral gray areas to the point of making it very much not-D&D.)</p></blockquote><p></p>
[QUOTE="timbannock, post: 9352306, member: 17913"] I only recently ever got a look at those books because I was thinking of shoehorning them into a [I]Seas of Vodari[/I] campaign I was running; I was basically adding any island-set D&D adventure that I could find into it. And I gotta say that while I ultimately passed on them for a variety of reasons, the format of those books was great. They covered a lot of ground without being too boring, dry, and exhaustive. They focused tightly on how to bring everything in them to the game table without requiring much work. Loads of player-facing chargen stuff laser-focused on the setting; one "big idea" mechanic for mid- to high-levels (mecha combat!); solid encounter tables for the major regions; most environs were written up in a "here's the situation the PCs walk into at the start of an adventure"; and finally a handful (maybe more?) fully fleshed out adventures in an adventure path style but without being immense and filled with lore you had to pick from elsewhere. It's too bad the three book format was a bit wonky and grossly overwritten. (Well, that, some subject matter issues, and also the focus on moral gray areas to the point of making it very much not-D&D.) [/QUOTE]
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Greyhawk to Faerun and Beyond: A Multiversal D&D Lore Book Is Coming This Fall
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