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What's so special about Forgotten Realms?
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<blockquote data-quote="Alzrius" data-source="post: 4832872" data-attributes="member: 8461"><p>I also want to praise the sheer level of detail and diversity that was present throughout the 2E and 3(.5)E eras of the Realms. I absolutely loved how much of that was present, as it really helped to make it feel like a living, full fleshed-out world; a place that wasn't static, but where stuff was always happening, and adventure really was everywhere. It seemed the most "realistic" of the D&D settings to me, simply because it never stood still, the way our world doesn't.</p><p></p><p>I also much prefer to have stuff made up for a given area, instead of having to make stuff up myself; it's less work if there's already material on a given region that I can use.</p><p></p><p>One of my favorite anecdotes regarding just how in-depth the Realms are goes like this:</p><p></p><p>Back in 2005, during the Paizo era of <em>Dungeon</em>, there was a trilogy of Realms adventures published by FR guru Eric L. Boyd. The middle one, "Dungeon of the Crypt" (issue #127, October, 2005) had some characters that spoke Tethyrian as a language, and also had a monster called a grisgol, from the <em>Monster Manual III</em> - this monster was a construct powered by a lich's phylactery, with the lich trapped inside. Following this adventure's publication, there was a letter about it in issue #131's "Prison Mail" column that I got a huge kick out of (the italicized responses are from then-editor-in-chief Erik Mona)...</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>It's that sort of minutia that I absolutely love in a campaign. <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" /></p></blockquote><p></p>
[QUOTE="Alzrius, post: 4832872, member: 8461"] I also want to praise the sheer level of detail and diversity that was present throughout the 2E and 3(.5)E eras of the Realms. I absolutely loved how much of that was present, as it really helped to make it feel like a living, full fleshed-out world; a place that wasn't static, but where stuff was always happening, and adventure really was everywhere. It seemed the most "realistic" of the D&D settings to me, simply because it never stood still, the way our world doesn't. I also much prefer to have stuff made up for a given area, instead of having to make stuff up myself; it's less work if there's already material on a given region that I can use. One of my favorite anecdotes regarding just how in-depth the Realms are goes like this: Back in 2005, during the Paizo era of [i]Dungeon[/i], there was a trilogy of Realms adventures published by FR guru Eric L. Boyd. The middle one, "Dungeon of the Crypt" (issue #127, October, 2005) had some characters that spoke Tethyrian as a language, and also had a monster called a grisgol, from the [i]Monster Manual III[/i] - this monster was a construct powered by a lich's phylactery, with the lich trapped inside. Following this adventure's publication, there was a letter about it in issue #131's "Prison Mail" column that I got a huge kick out of (the italicized responses are from then-editor-in-chief Erik Mona)... It's that sort of minutia that I absolutely love in a campaign. :D [/QUOTE]
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