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<blockquote data-quote="howandwhy99" data-source="post: 5595867" data-attributes="member: 3192"><p>I like Forgotten Realms and even most changes from most re-publishings. As a campaign setting I believe it is far more suitable to a shared world for novelists than for an RPG. There is simply too much canon, all of which the players may read prior to play. It is not suited to a world exploration puzzle game. It was the setting for which the phrase "cannon lawyer" was originally coined.</p><p></p><p>Yes, 3E's book was a great book. So was the LGG and the original grey box. But I would not run it as printed, if only for the same reason I would not run any module as printed. If the player's have read the books beforehand, then there is no awe of learning the material through play.</p><p></p><p>Was something lost coming to 3E? Well, yes. Something is lost from each re-imagining. But new ideas are added as well. It isn't as split in coherency as Greyhawk, but there are certainly some big changes between iterations.</p><p></p><p>As to "old school" I don't really equate it as an old school setting because it is so detailed and openly read. Old school is more a manner of play than any adventure or setting. Yeah, both of those can be more ably designed for old school play, but FR was never written as such IMO.</p><p></p><p>=====</p><p></p><p>I think FR can be fresh again, if it wasn't presented as a single perspective whole. Instead, each DM could recreate new names, places, and faces from individual cultural perspectives. 6-7 years ago, I did this with for a campaign prep eventually voted down by the group in favor of a couple other choices. However, the flavor still sticks with me. Try this:</p><p></p><p>"The lost dwarven clan of Mordinglor is secreted in a ancient hold their ancestors found on the eastern side of the Dragons's Spine Peaks. Beset by giants and preternatural beasts of the isolated mountain passes above and the terrors of eternal night below, the families of the clan are pressed into an uneasy alliance. Stretching to the rising sun is an endless waste of broken rock and scorched desert. Only the horse lords dare live within claiming rule over whatever ground they trod upon, pillaging from all they encounter. Leaving the hidden confines of the hold for trademeets with the lying, masked witch-folk of the northern pass are perilous endeavors at best. Rumors of copper dwarves to the south are scoffed at as best legends, no caravan having ever returned from a southward journey. Above all and in the back of every mind is the threat of the ever-spinning magics mastered by the Wizard-Kings from across the mountains, their evil empire sprawling in all directions west, a populace numbering in the millions all enslaved."</p><p></p><p>[sblock]I thought the above was better than the horde boxed set. A little swords & sorcery re-imagining for the setting, a few re-namings, and a little perspective shift can go a long way.[/sblock]</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5595867, member: 3192"] I like Forgotten Realms and even most changes from most re-publishings. As a campaign setting I believe it is far more suitable to a shared world for novelists than for an RPG. There is simply too much canon, all of which the players may read prior to play. It is not suited to a world exploration puzzle game. It was the setting for which the phrase "cannon lawyer" was originally coined. Yes, 3E's book was a great book. So was the LGG and the original grey box. But I would not run it as printed, if only for the same reason I would not run any module as printed. If the player's have read the books beforehand, then there is no awe of learning the material through play. Was something lost coming to 3E? Well, yes. Something is lost from each re-imagining. But new ideas are added as well. It isn't as split in coherency as Greyhawk, but there are certainly some big changes between iterations. As to "old school" I don't really equate it as an old school setting because it is so detailed and openly read. Old school is more a manner of play than any adventure or setting. Yeah, both of those can be more ably designed for old school play, but FR was never written as such IMO. ===== I think FR can be fresh again, if it wasn't presented as a single perspective whole. Instead, each DM could recreate new names, places, and faces from individual cultural perspectives. 6-7 years ago, I did this with for a campaign prep eventually voted down by the group in favor of a couple other choices. However, the flavor still sticks with me. Try this: "The lost dwarven clan of Mordinglor is secreted in a ancient hold their ancestors found on the eastern side of the Dragons's Spine Peaks. Beset by giants and preternatural beasts of the isolated mountain passes above and the terrors of eternal night below, the families of the clan are pressed into an uneasy alliance. Stretching to the rising sun is an endless waste of broken rock and scorched desert. Only the horse lords dare live within claiming rule over whatever ground they trod upon, pillaging from all they encounter. Leaving the hidden confines of the hold for trademeets with the lying, masked witch-folk of the northern pass are perilous endeavors at best. Rumors of copper dwarves to the south are scoffed at as best legends, no caravan having ever returned from a southward journey. Above all and in the back of every mind is the threat of the ever-spinning magics mastered by the Wizard-Kings from across the mountains, their evil empire sprawling in all directions west, a populace numbering in the millions all enslaved." [sblock]I thought the above was better than the horde boxed set. A little swords & sorcery re-imagining for the setting, a few re-namings, and a little perspective shift can go a long way.[/sblock] [/QUOTE]
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