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I finally figured out what I dislike about 4E Forgotten Realms
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<blockquote data-quote="Draksila" data-source="post: 4444495" data-attributes="member: 31376"><p>This is my point. What people are debating at this time is an incomplete product. Much as the DMG fails to have all the rules and information needed to run D&D without the PHB, I'm expecting the Player's Guide to the Realms to fill in a lot of these gaps. We've already seen in preview info that it gives a further examination of each region from the perspective of what the players would know; I see the Campaign Guide (note Guide, not Setting) as a 'For DM's Eyes Only' book of background secrets. If my suspicion is correct, I'm only truly bothered by the fact that I think they should have released the Player's Guide first.</p><p> </p><p>I will have a negative view of the product if, after the PGtFR has been released, we are still lacking a historical background and timeline or further regional details. Until then I see these kind of complaints as being built on partial information and a misunderstanding of the new way the books are meant to complement each others' details.</p><p> </p><p>Oh, and as a side-note... it may have been simply the personalizations I made to them, but the Avatar series of adventures were among those that my players most frequently requested I expose new players to. They were only beaten out by my group's love of <em>Curse of the Azure Bonds</em>. We strayed off course during those adventures quite often and still managed to hit the selling points of the story; an adventure should be a goldmine of ideas and not a straightjacket, much like an alignment. As always, my opinion only.</p></blockquote><p></p>
[QUOTE="Draksila, post: 4444495, member: 31376"] This is my point. What people are debating at this time is an incomplete product. Much as the DMG fails to have all the rules and information needed to run D&D without the PHB, I'm expecting the Player's Guide to the Realms to fill in a lot of these gaps. We've already seen in preview info that it gives a further examination of each region from the perspective of what the players would know; I see the Campaign Guide (note Guide, not Setting) as a 'For DM's Eyes Only' book of background secrets. If my suspicion is correct, I'm only truly bothered by the fact that I think they should have released the Player's Guide first. I will have a negative view of the product if, after the PGtFR has been released, we are still lacking a historical background and timeline or further regional details. Until then I see these kind of complaints as being built on partial information and a misunderstanding of the new way the books are meant to complement each others' details. Oh, and as a side-note... it may have been simply the personalizations I made to them, but the Avatar series of adventures were among those that my players most frequently requested I expose new players to. They were only beaten out by my group's love of [I]Curse of the Azure Bonds[/I]. We strayed off course during those adventures quite often and still managed to hit the selling points of the story; an adventure should be a goldmine of ideas and not a straightjacket, much like an alignment. As always, my opinion only. [/QUOTE]
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I finally figured out what I dislike about 4E Forgotten Realms
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