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General Tabletop Discussion
*Dungeons & Dragons
The case for (and against) a new Forgotten Realms Campaign Setting book
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<blockquote data-quote="Fenris-77" data-source="post: 7990089" data-attributes="member: 6993955"><p>If I take out the Death Curse and provide some other motivating factor the comment would seem accurate, at least as far as material in the book goes. I've bashed enough published storylines into my own thing to know how this works.</p><p></p><p>I feel like you might be willfully underplaying the role that good design plays in the DMs job here. Of course you can take a bunch of elements an weave something new out of it. Once the players start rolling, the narrative you get in the book as-published may or may not be enough to run the campaign anyway. Players have a way of wreaking the best laid plans. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I also challenge the idea that you need an encyclopedic knowledge of the geography and pantheon prior to play. The only details that matter are the ones that actually get used, that's why soft planning is such a common tool. I'm not being confrontational here, I just don't share your pessimism about how useful the moving parts of the module are absent the overarching threat.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7990089, member: 6993955"] If I take out the Death Curse and provide some other motivating factor the comment would seem accurate, at least as far as material in the book goes. I've bashed enough published storylines into my own thing to know how this works. I feel like you might be willfully underplaying the role that good design plays in the DMs job here. Of course you can take a bunch of elements an weave something new out of it. Once the players start rolling, the narrative you get in the book as-published may or may not be enough to run the campaign anyway. Players have a way of wreaking the best laid plans. :D I also challenge the idea that you need an encyclopedic knowledge of the geography and pantheon prior to play. The only details that matter are the ones that actually get used, that's why soft planning is such a common tool. I'm not being confrontational here, I just don't share your pessimism about how useful the moving parts of the module are absent the overarching threat. [/QUOTE]
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The case for (and against) a new Forgotten Realms Campaign Setting book
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