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The New Forgotten Realms - (About) A Year Later
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<blockquote data-quote="ferratus" data-source="post: 4909140" data-attributes="member: 55966"><p>I'm left wondering if it wouldn't have been better for the realms to not make it friendly towards DM's at home. I used the Realms in 2e and 3e for what I use the 4e core setting for now, stealing bits and bpieces to use in my own homebrew, and I have a feeling that most people who bought FR materials were of that mold. I didn't want to take FR in its entirety, but I did buy 3 FR books in 3e which were of interest to me: The Silver Marches, The Moonsea, and the FR Campaign Guide. I didn't care about the rest, though I would have also bought a sourcebook on the Dales if one had been released.</p><p> </p><p> I didn't buy the 4e FRCG or the FRPG, but I did just buy the Scepter Tower of Spellguard. I did this because it matches up very well with the Ruins of Fastormel on the shores of Lake Nen rather than because I care about the ancient wizards of Netheril. The modular nature of 4e's core flavour makes my reliance on FR for high fantasy locations, history and storylines to poach much reduced. I'd prefer if my D&D flavour text doesn't come with FR baggage. Heck, I've come to the realization that I like Greyhawk flavour after 4e wrenched the classic Greyhawk villains and dungeons from their moorings in the campaign setting... though I am still bored stiff by the setting I read about in the Living Greyhawk Gazeteer.</p><p> </p><p> So if they were going to switch tacks and stop using FR as its vehicle for delivering adventures, locales, and other flavour text, and there were only planning to release 3 RPG books outside the core 3, then maybe they should have just left the setting as it was. Sure, it might be better as a novel setting, or you wouldn't want to play it unless you were in the RPGA (where the modules are vetted for setting accuracy) because of the preponderance of notable names and backstory... but maybe D&D intellectual property is as much about reading and enjoying content as playing the game. </p><p> </p><p> The thing about FR is that while most would never play it, it was always enjoying to read. Volo's Guides were suffocating as canonical game material, but they were great for reading. I always return to my 2e Forgotten Realms Adventures hardcover when designing a new city, and 3e FRCS was a textbook in campaign setting design (every paragraph should have an adventure hook). </p><p> </p><p> Myth Drannor is representative of everything that is wonderful and awful about the Forgotten Realms. It is the most wondrous, beautiful and enchanting deathtrap ever made* with a rich story filled with unexpected surprises around every corner. It was however a horrible module with arbitrary death, overpowered magical items, and an overwhelming amount of trivia. But in terms of enjoyable D&D game material to read and immerse yourself in, it is hard to beat it.</p><p></p><p></p><p>*And they made it into a living elven city again in the closing days of 3e. Blah! What a waste of an excellent ruin.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4909140, member: 55966"] I'm left wondering if it wouldn't have been better for the realms to not make it friendly towards DM's at home. I used the Realms in 2e and 3e for what I use the 4e core setting for now, stealing bits and bpieces to use in my own homebrew, and I have a feeling that most people who bought FR materials were of that mold. I didn't want to take FR in its entirety, but I did buy 3 FR books in 3e which were of interest to me: The Silver Marches, The Moonsea, and the FR Campaign Guide. I didn't care about the rest, though I would have also bought a sourcebook on the Dales if one had been released. I didn't buy the 4e FRCG or the FRPG, but I did just buy the Scepter Tower of Spellguard. I did this because it matches up very well with the Ruins of Fastormel on the shores of Lake Nen rather than because I care about the ancient wizards of Netheril. The modular nature of 4e's core flavour makes my reliance on FR for high fantasy locations, history and storylines to poach much reduced. I'd prefer if my D&D flavour text doesn't come with FR baggage. Heck, I've come to the realization that I like Greyhawk flavour after 4e wrenched the classic Greyhawk villains and dungeons from their moorings in the campaign setting... though I am still bored stiff by the setting I read about in the Living Greyhawk Gazeteer. So if they were going to switch tacks and stop using FR as its vehicle for delivering adventures, locales, and other flavour text, and there were only planning to release 3 RPG books outside the core 3, then maybe they should have just left the setting as it was. Sure, it might be better as a novel setting, or you wouldn't want to play it unless you were in the RPGA (where the modules are vetted for setting accuracy) because of the preponderance of notable names and backstory... but maybe D&D intellectual property is as much about reading and enjoying content as playing the game. The thing about FR is that while most would never play it, it was always enjoying to read. Volo's Guides were suffocating as canonical game material, but they were great for reading. I always return to my 2e Forgotten Realms Adventures hardcover when designing a new city, and 3e FRCS was a textbook in campaign setting design (every paragraph should have an adventure hook). Myth Drannor is representative of everything that is wonderful and awful about the Forgotten Realms. It is the most wondrous, beautiful and enchanting deathtrap ever made* with a rich story filled with unexpected surprises around every corner. It was however a horrible module with arbitrary death, overpowered magical items, and an overwhelming amount of trivia. But in terms of enjoyable D&D game material to read and immerse yourself in, it is hard to beat it. *And they made it into a living elven city again in the closing days of 3e. Blah! What a waste of an excellent ruin. [/QUOTE]
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