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What's so special about Forgotten Realms?
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<blockquote data-quote="Barastrondo" data-source="post: 4794693" data-attributes="member: 3820"><p>It was pretty inspirational to me in the same way. The 2e hardback was a real eye-opener about the kinds of things you could think about for customizing your game world, and it actually got me sitting down with graph-ruled composition books and trying my hand at world design for the first time. There was something really neat about seeing color illos of various priestly vestments, looking at how you could design your own gemstones and gem tables, how to build a two-page city treatment... between that and the old series of FR-based Dragon articles, I liked seeing how you could set up a world to unfold as you explored it.</p><p></p><p>I've never actually run an FR game, but I wound up getting a lot of use out of its materials, just by watching how they went at it. The sheer number of details tended to mean I'd often run across some level of world design that made me say "Huh, I never thought about that before," and consider whether it would be worth the time for the players.</p><p></p><p>Like food porn. The FR books had more lavish descriptions of what people ate locally than any other setting I'd seen — not just factual notes, but actually trying to make the food sound like something PCs would want to order. I started mucking around with food porn in my games, and to this day I'm glad I did so. Nothing quite brings the players into immersion in the same way as thinking about what their characters would like to eat.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4794693, member: 3820"] It was pretty inspirational to me in the same way. The 2e hardback was a real eye-opener about the kinds of things you could think about for customizing your game world, and it actually got me sitting down with graph-ruled composition books and trying my hand at world design for the first time. There was something really neat about seeing color illos of various priestly vestments, looking at how you could design your own gemstones and gem tables, how to build a two-page city treatment... between that and the old series of FR-based Dragon articles, I liked seeing how you could set up a world to unfold as you explored it. I've never actually run an FR game, but I wound up getting a lot of use out of its materials, just by watching how they went at it. The sheer number of details tended to mean I'd often run across some level of world design that made me say "Huh, I never thought about that before," and consider whether it would be worth the time for the players. Like food porn. The FR books had more lavish descriptions of what people ate locally than any other setting I'd seen — not just factual notes, but actually trying to make the food sound like something PCs would want to order. I started mucking around with food porn in my games, and to this day I'm glad I did so. Nothing quite brings the players into immersion in the same way as thinking about what their characters would like to eat. [/QUOTE]
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