Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
So, how are the Realms doing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bodhiwolff" data-source="post: 4439220" data-attributes="member: 71196"><p>I feel the new Realms Campaign book gets an unfair rap.</p><p> </p><p>I don't know what people were expecting, but I think that their expectations were unreasonable, and I think that if they were given what they were expecting, they'd ultimately be unhappy. (and the book would've been 25 volumes!)</p><p> </p><p>What they did, conceptually, makes a lot of sense to me. They advanced the Realms about 100 years in history. They did a couple of major events (both to explain the 4E changes, but also just 'cause life moves on, y'know?) and had those changes impact all of the various nations, groups, and races in a logical fashion.</p><p> </p><p>Some nations rose, and some fell. Some succeeded, and some failed. In fact, a lot of the changes mirror a hundred-year historical span of our own global history. A lot happens, and the landscape at the beginning of a new century is pretty significantly altered.</p><p> </p><p>While some people insist on calling the book "fluff", what it really is, is an outline. It outlines the nation, group, or what-have-you in just enough detail to get you going, but not so much detail that you become hidebound. It gives you structure, guidance, and the bones of the thing, but leaves you free to fill in the blanks yourself. (and leaves them free to expand upon it later, to be sure!)</p><p> </p><p>They needed to make sure they kept it light.</p><p> </p><p>That was always the problem with the Realms. After dozens and dozens of supplements, and a major rules changeover already, and 50 or so novels, all of which had to somehow be tied into a canonical structure, the Realms was a hidebound, ossified, codified structure that didn't leave a lot of wriggle room.</p><p> </p><p>Now, the doors have been blown wide open.</p><p> </p><p>You're given the outline of the structure you need to get in and start creating your campaign. You're given the important bits, and the structure, and the highlights, but not so much detail that you get bogged down.</p><p> </p><p>Now, there is room for expansion and detail, sure. The whole thing is ripe for taking one section and expanding it. (take a look at the Dragon magazine article on Cormyr to see an example of what I'm talking about).</p><p> </p><p>But for a single, solitary, introductory Realms Campaign Guide? I really couldn't have expected more.</p><p> </p><p>They even left the history nice and loose, so you can play with it yourself and make it fit whatever your own needs happen to be. Instead of tieing your hands with an overly-structured time-space network that you *must* adhere to, they've given you a sandbox and set you free to build your own castles. Some people argue that they *want* to know what happened in the canonical universe, and for those people, we'll find out via other sources. As books and novels trickle in, the various wiki's will fill us in. But I don't need that codified in this book, thanks. 'Cause for *my* world, it liberates me to do things *my* way.</p><p> </p><p>And for mechanics -- well, in a month, we'll have the Player's Guide, with tons of mechanics. The two books together will be quite the one-two punch!</p><p> </p><p>If you look carefully, you can see where they carefully made decisions about what to include, and what *not* to include. While a lot of people might be frustrated about what isn't included, it is fairly obvious *why* they didn't include those aspects (either they can be gleaned from other sources, or they're unimportant and space-consuming, or frankly they just want to keep things lighter and more "meta").</p><p> </p><p>I applaud their decisions.</p><p> </p><p>And you *know* I'm picking up the Player's Guide now!</p></blockquote><p></p>
[QUOTE="Bodhiwolff, post: 4439220, member: 71196"] I feel the new Realms Campaign book gets an unfair rap. I don't know what people were expecting, but I think that their expectations were unreasonable, and I think that if they were given what they were expecting, they'd ultimately be unhappy. (and the book would've been 25 volumes!) What they did, conceptually, makes a lot of sense to me. They advanced the Realms about 100 years in history. They did a couple of major events (both to explain the 4E changes, but also just 'cause life moves on, y'know?) and had those changes impact all of the various nations, groups, and races in a logical fashion. Some nations rose, and some fell. Some succeeded, and some failed. In fact, a lot of the changes mirror a hundred-year historical span of our own global history. A lot happens, and the landscape at the beginning of a new century is pretty significantly altered. While some people insist on calling the book "fluff", what it really is, is an outline. It outlines the nation, group, or what-have-you in just enough detail to get you going, but not so much detail that you become hidebound. It gives you structure, guidance, and the bones of the thing, but leaves you free to fill in the blanks yourself. (and leaves them free to expand upon it later, to be sure!) They needed to make sure they kept it light. That was always the problem with the Realms. After dozens and dozens of supplements, and a major rules changeover already, and 50 or so novels, all of which had to somehow be tied into a canonical structure, the Realms was a hidebound, ossified, codified structure that didn't leave a lot of wriggle room. Now, the doors have been blown wide open. You're given the outline of the structure you need to get in and start creating your campaign. You're given the important bits, and the structure, and the highlights, but not so much detail that you get bogged down. Now, there is room for expansion and detail, sure. The whole thing is ripe for taking one section and expanding it. (take a look at the Dragon magazine article on Cormyr to see an example of what I'm talking about). But for a single, solitary, introductory Realms Campaign Guide? I really couldn't have expected more. They even left the history nice and loose, so you can play with it yourself and make it fit whatever your own needs happen to be. Instead of tieing your hands with an overly-structured time-space network that you *must* adhere to, they've given you a sandbox and set you free to build your own castles. Some people argue that they *want* to know what happened in the canonical universe, and for those people, we'll find out via other sources. As books and novels trickle in, the various wiki's will fill us in. But I don't need that codified in this book, thanks. 'Cause for *my* world, it liberates me to do things *my* way. And for mechanics -- well, in a month, we'll have the Player's Guide, with tons of mechanics. The two books together will be quite the one-two punch! If you look carefully, you can see where they carefully made decisions about what to include, and what *not* to include. While a lot of people might be frustrated about what isn't included, it is fairly obvious *why* they didn't include those aspects (either they can be gleaned from other sources, or they're unimportant and space-consuming, or frankly they just want to keep things lighter and more "meta"). I applaud their decisions. And you *know* I'm picking up the Player's Guide now! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
So, how are the Realms doing?
Top