James Wyatt + FR!?

The changes to the Realms appear to be....for lack of a better word, Eberronising it. In that, Eberron was the first campaign world designed from the ground up as "What would a world be like if the rules in 3rd edition were true?" I think that Forgotten Realms is being turned into the answer to the question "What would a world be like if the rules in 4th Edition were true?"
I hope you're wrong. I hope they've come to think better of the "the idiosyncracies and inaccuracies of the simulation define what is actually simulated" approach, because it's so self-evidently backwards and navel-gazing, and (IMO) has the potential to lead to the death by a thousand cuts of the worth of D&D's intellectual property, which apart from brand power and ubiquity is really the only thing it has going for it.

The Eberron/Ptolus approach, where the ruleset defines what is simulated is like pointing the camera at the cracks in the hollywood set and saying, "See here...yeah, this bit where we missed some paint...it looks like a set, right? But we can justify that by changing the plot"...as opposed to not zooming in, and just panning past it to the important stuff. It might be fun for some as a thought experiment, but doesn't deserve the attention of publication IMO.
 
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Thought I'd weigh in as a person thats played FR several times, and read several of the books, and hates the setting. Rebooting the setting to junk Elminster, and his cronies, and Drizzt, and his cronies, and all the other people that solve all the PC's problems, or randomly show up to stomp a mudhole in the plans of Evil PC's sounds like a good thing to me.

I can't imagine what long term fans saw in the FR. Every 5 minutes another crisis was solved by level 39 Elminster and his buddies. Who is this fun for?
 

You might take that puzzle as a clue to the fact that those canards are Internet hot air without relation to the published Realms.
 
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Seeten said:
Rebooting the setting to junk Elminster, and his cronies, and Drizzt, and his cronies, and all the other people that solve all the PC's problems, or randomly show up to stomp a mudhole in the plans of Evil PC's sounds like a good thing to me.
And I thought Elminster and Drizzt were supposed to stay? Doesn't sound like a solution for you ;).
 

rounser said:
The Eberron/Ptolus approach, where the ruleset defines what is simulated is like pointing the camera at the cracks in the hollywood set and saying, "See here...yeah, this bit where we missed some paint...it looks like a set, right? But we can justify that by changing the plot"...as opposed to not zooming in, and just panning past it to the important stuff. It might be fun for some as a thought experiment, but doesn't deserve the attention of publication IMO.
I disagree. I know that some of my biggest arguments in 2nd Edition D&D with my players were over the idiosyncrasies of the system and why the setting seemed to disagree with them.

For instance. Magic items were just NOT bought and sold in 2nd Edition. According to the DMG, every item was considered a priceless heirloom that no one would ever sell and if they were to sell it, no one could ever afford it. However, in every published adventure and every published setting these items were found in the possession of "standard guards of the city" and the like.

The system didn't include prices for magic items, so if you wanted the PCs to sell them then you needed to make them up, and the flavor of the DMG insinuated you could buy castles or kingdoms with them. Yet, the PCs were coming back from adventures with 20 +1 longswords, enough to buy Waterdeep...if it wasn't for the fact that all of Waterdeep's guards carried them around already.

It just didn't make any sense and my players used to call me on it all the time. The rules didn't agree with the world. Almost every time I tried to push back the players would USE the discrepancy to their benefit.

I found 3rd Ed's system to work better with how the game was actually played. They had amounts for magic items that made sense. However, worlds like Greyhawk still assumed that magic items were special and that no magic item shops existed. But the rules said you could acquire items worth a certain amount or less in any town. So you needed to change one or the other.

Eberron's system WORKED. There was a reason for everything to work the way it did. And it didn't feel nearly as clunky as "You know those evil wizards that want to conquer everyone? Yeah, well....they now have item shops in almost every city in the world. People forgave them and they moved in last week. You didn't notice? Sorry."

Besides, they aren't staring at the paint and making up a story around that. They are instead saying "What's the most interesting ideas we can come up with to make D&D easier to play in and more fun to play in? Alright, now that we know the answer to that, what changes do we need to make to FR to make sure that all of these things are true in that world?" And they are trying to do it without pulling a Highlander 2: "Of course the immortals were ALWAYS aliens."
 

I don't know why so many people are paranoid about this, or upset. I love all the changes, but I am a person who likes change every so often and not the same thing for twenty years, and lets face it, its been about twenty years since the last Realm Shaking Event as far as the RPG game is concerned.

I love everything about 4e, except that they are keeping Elminster. I hate him, can't stand him, and in my very first 4e FR game I'm killing him in a very spectacular fashion, right in front of the characters, so they KNOW that this is a different realms, and it will be fun.
 

Majoru Oakheart said:
I disagree. I know that some of my biggest arguments in 2nd Edition D&D with my players were over the idiosyncrasies of the system and why the setting seemed to disagree with them.

For instance. Magic items were just NOT bought and sold in 2nd Edition. According to the DMG, every item was considered a priceless heirloom that no one would ever sell and if they were to sell it, no one could ever afford it. However, in every published adventure and every published setting these items were found in the possession of "standard guards of the city" and the like.

The system didn't include prices for magic items, so if you wanted the PCs to sell them then you needed to make them up, and the flavor of the DMG insinuated you could buy castles or kingdoms with them. Yet, the PCs were coming back from adventures with 20 +1 longswords, enough to buy Waterdeep...if it wasn't for the fact that all of Waterdeep's guards carried them around already.

It just didn't make any sense and my players used to call me on it all the time. The rules didn't agree with the world. Almost every time I tried to push back the players would USE the discrepancy to their benefit.

See, you wouldn't have this problem if you beat your players with sticks.
 

I don't know why so many people are paranoid about this, or upset. I love all the changes, but I am a person who likes change every so often and not the same thing for twenty years, and lets face it, its been about twenty years since the last Realm Shaking Event as far as the RPG game is concerned.

I assume you've not been playing in the Realms recently then, AcidCrash? We've had the Year of Rogue Dragons, the Cormyr series, the Return of the Archwizards and the Last Mythal series. That's four in 10 years. You could also include the Threat from the Sea in that one, which always gets overlooked.

I love everything about 4e, except that they are keeping Elminster. I hate him, can't stand him, and in my very first 4e FR game I'm killing him in a very spectacular fashion, right in front of the characters, so they KNOW that this is a different realms, and it will be fun.

Sure, it's your campaign. But yawn..

I can't imagine what long term fans saw in the FR. Every 5 minutes another crisis was solved by level 39 Elminster and his buddies. Who is this fun for?

Level 35, jeez. And no, it wasn't. If you've ever actually read the FRCS, there is a nice little sidebar called 'Concern's of the Mighty', which explains precisely why Elminster and his buddies don't go off solving everything. If the DM is using these characters to solve the PC's problems, then they are being bad DM's. Simple as. Look at it this way. Would a 35th Level PC go and slaughter the goblin tribe that's threatening some small village?

Now, what appeals to me about the realms is it's depth, it's rich history, the locations, the fact Bards serve a purpose, the mass of religions and organisations that interact with each other. In short, it feels real.
 

DandD said:
Because they want to make a character as "realistic" and believable that is possible, and this normally happens when you do have some background of knowledge about the world in which you live.

And this is a barrier, how? It is extremely easy to have some background knowledge of the world - the FRCS, the Grey Box, etc. are all that a player needs to start. All those supplements that describe things in far more detail are really for the DM. You want to have a PC from a desert nation? Look at the map and notice Calimshan, Anauroch, and Raurin. Read up on their entries. Maybe you really want a more classic Arabian Nights feel to your PC so you read up on Zakhara in the FRCS. Do you need more? Not really. Want more? there are plenty of PDFs for sale that provide greater detail.

Bottom line - a player only needs the supplements for the regions he desires.
 

Majoru Oakheart said:
What I mean is that Eberron was designed from the ground up as a 3rd Edition world. It asked the question: What would a world look like where:
a) magic items could be created fairly easily and lasted forever
b) there were ancient cultures for thousands of years that were undiscovered to allow PCs a chance to explore them
c) healing magic was readily available
d) magic items were assumed to be able to be purchased by anyone with money in any city
e) magic existed (and could be made into items) that would allow people to fly, travel really fast, and teleport
f) all of the creatures in D&D existed somewhere
g) any number of other assumptions by the rules that I don't feel like listing

Huh - you pretty much described FR, regardless of edition... The campaign setting shouldn't be influenced by the rules set, the rules set should be influenced by the campaign setting.
 
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