What's so special about Forgotten Realms?

The final reason is power. The Realms is far more super-powered than most campaign worlds. Chosen, the big E, etc. It is hard to justify why low-levels have to even step outside their door when multiple high level characters could solve the problem in heartbeats, and perhaps without even getting out of their easy chair.

Not really. First, I as a rule, do not tend to have world-saver adventures myself, so it's not as great a problem. Second, as the DM, I realize I control the NPCs, so when they get uppity...I deal with them. Ruthlessly.

It is very funny when the PCs go off to see the Wizard, and they find out he's pushing up daisies because he slipped in a pool of water and broke his neck.

Fortunately his apprentice is very sure where a high-level priest can be found!
 

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I'm a original gray box FR fan myself, but hardly a realms expert. Still, I've always liked this answer to a similar question (how to run a "quintissentially FR" game) from 2005.

I think it still holds up. It strikes a chord with me, anyway, as far as what makes the realms special: so much so that I immediately thought of it when I saw the first post in this thread.
 



I came into the Realms with 3E. Everything before that (I do own the old gray box) is just too ugly and baldy typeset for me to read. So my opinions are mostly on 3E FR.

FR has a LOT of lovely elements. This remains true in the 4E books. Many of the maps, settlements, prestige classes, and such are well tough out and interesting. The 3E maps are gorgeous. The magic is quite reasonable; it’s what you would get in a world where the main competition to high-level mages are other high-level mages. FR is a very good place to farm for elements you want to put into your own campaign world.

FR is also made-for-adventure. Because the world is so compartmentalized, you can let adventurers run amok in one area and it basically will not affect the next. Even before 4E, it had a points-of-light feel to me; FR is about small settlements in a big, hostile wilderness. Even major cities seem like this, islands in a sea of wilderness. My perception was probably shaped a lot by the Baldur's Gate series of games that took place in a FR that was mostly wilderness. The powers of the wild are real and mostly evil. Malor is not someone to be joked at. This makes it very easy to make a FR adventure; you can basically ignore the setting and just make it generic backwoods with no problem whatsoever. If you want to include your own city, it makes perfect sense that it is small and isolated and unique, because every city in the FR is.

But there is a downside to this. The world feels like a patchwork, with no cohesion. I'm a history buff, and FR, despite all its back-story, does not feel like it has a history. To me, history is about the conflicts and agreements that shape the world, about social contracts and clash of ideas. In FR, history is bad because it is monolithic (because alignment has such a strong impact), and bad in another way because it is too fractured (because there is no sense of historical progress, "ages" of history, or spread of ideas). FR history is about spurious magical events that lack root causes and just inject entropy into the setting.

For example, take Cormyr. It has a lovely back-story - which rarely interacts with the history of any other country. It has remained as it is for more than a fifteen hundred years, and if it changed during that time, that is barely perceptible. If you look at a RW model, like France, in fifteen hundred years from say year 1 to 1500, it went from a province of another realm, to a barbarian tribal area, to a part of yet another semi-barbarian empire, to a morass of feudal fiefs, to a series of warring states, to a monolithic monarchy. Yes, Cormyr has changed and has had different periods in its history, but it is still very much more the same. And so has many, many other areas of the FR. Until the Spell plague shook things up, there had basically not been more than local change for a thousand years. And now, post spell plague, most people seem to be trying to get back to what was before the plague.

That kind of conservatism doesn't seem credible to me. Then again, it might be a sensible reaction from people who live in a world that could change violently at any time - with no sense of natural progress in nature, perhaps sentients would create very, very strong traditions and cling to them. But it’s not really my kind of world.
 
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Here's an old conversation from two years ago about the over abundance of canon from Forgotten Realms, how difficult it was to keep up with, and how some people needed cononnical purity. Unfortunately the formatting of quotes was screwed up when the site was migrated.

I need to kill an Epic Red Wizard with True Spellfire [Archive] - Wizards Community

From everything I have seen, read, or heard, the aquisition of true spellfire (something that is incredibly unlikely for a man such as him to aquire, even given who his master was) is not something any of the Zulkirs would ever be in a position of being able to aquire.

It's a game. We have fun. That trumps following canon to the letter, although we do try if possible.

Let's leave it at that.

-Just something we should all keep in mind. There is a difference between playing in a campaign, and "bending the rules", which is fine in that context, and following the Realms in an analytical sense, like half of us here do, where you can't throw canon out the window.

We do not seek to throw canon out the window, nor do we bend any rules to my knowledge.

But role playing should be fun. It should not be a chore to keep up with canon.

I can respect those who wish to play in a canonically correct game, but can they respect my desire not to?
 

I don't think there is anything really "special" about the Forgotten Realms, but the setting does "generic" very well. And I am a detail junkie, so I loved the 3E campaign setting (for the record, the 4E setting was okay and I didn't mind the changes, although I found the continent of Returned Abeir to be underwhelming).

I never really had a problem with the high-level NPCs. Sure, there are quite a few of them around - but on the other hand, Faerun is absolutely huge, so they are by necessity quite spread out and can't be everywhere. I mean, this is a continent which is quite a bit larger than North America - and which has a technology level where most people get to different places by walking. I think a lot of Americans don't really appreciate what this means, but when you compare it with the huge variety to be found in Europe despite its much smaller size, you might get an inkling.

Besides, I figure that all those powerful NPCs were essentially in a Cold War situation. Sure, each of them could cause a lot of devastation to their enemies if they cut loose - but that would escalate things and provoke their enemies to bring devastation to regions and people they care about. So they engage in what are in effect proxy wars - with lower-level minions (including the player characters) as pawns. They can do things and go places without attracting as much attention - while still making a difference.
 

aIt is interesting that this thread popped up just when I was re-reading my 2e FR boxed set and the 3e campaign guide.

I'm currently converting the 2e Beneath the twisted two to 4e (for 5lv PCs) - and having trouble with the Aboleth and 9th level mage.

I've decided to make a big database of interesting NPCs and keep their 2e level in 4e, so Elminister is level 24 and the Symbul is level 27. I've also go two 3e campaigns that stalled around 10th level and I am thinking of resurrecting them at some stage converted to 4e.

And FR definitely has it's own flavour, something to do with wild magic and crazy-ass bad guys.
 

That's not really fair. If a person is annoyed with the large number of powerful NPCs they don't truly understand the realms?


True bad wording on my part. But I have seen that brought up many, many times by folks who just do not understand the place of high level NPC's. The FRCS pretty much says just what I did. High level NPC's can not fix everything. Many are held in check by gods or other High level NPC's


A 2nd complaint I see over and over is my players say " Oh that door is green, or the sercat door is 12 feet to the left, oh I know this or he wouldn't act like that" Well that's a player issue not a setting issue.

I let players know 2 rules of my game

1: Novels are not canon, do not take them as gospel they are often down right wrong

2: Just because the book says it does not mean it is, silly volo guilds are full of errors. Placing to much faith in them gets one killed

That and saying "NO" and "I am afraid you are dearly mistaken " helps a great deal
 

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I never really had a problem with the high-level NPCs. Sure, there are quite a few of them around - but on the other hand, Faerun is absolutely huge, so they are by necessity quite spread out and can't be everywhere. I mean, this is a continent which is quite a bit larger than North America - and which has a technology level where most people get to different places by walking. I think a lot of Americans don't really appreciate what this means, but when you compare it with the huge variety to be found in Europe despite its much smaller size, you might get an inkling.

Besides, I figure that all those powerful NPCs were essentially in a Cold War situation. Sure, each of them could cause a lot of devastation to their enemies if they cut loose - but that would escalate things and provoke their enemies to bring devastation to regions and people they care about. So they engage in what are in effect proxy wars - with lower-level minions (including the player characters) as pawns. They can do things and go places without attracting as much attention - while still making a difference.


Thank you for saying that much better then I did
 

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