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Which version of the FR do you prefer, and why?
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<blockquote data-quote="Turjan" data-source="post: 1787541" data-attributes="member: 3477"><p>I really don't have a clue about this version. Without going into too much detail, what are the main differences? I hope this is not asked too much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p></p><p></p><p>Maybe I should explain my sudden interest: In the course of the current Scarred Lands rumour debate, someone dropped a link to some old interview with Ed Greenwood, and there he was asked how his own FR (i.e., his campaign at home) looked like, and I found the answers quite interesting:</p><p></p><p><em>"Specifically, my Moonshae Isles were a lot more like the real-world Orkneys and Hebrides, or LeGuin's Earthsea: lots of little islands of fisher-folk (rather than Doug's Celtic continent), the Whamite Isles (of THE GREAT KHAN GAME game) were airlifted into the Realms, Bob Salvatore peeked over The Spine of the World to see what was there and add Icewind Dale, and my glaciers were rolled back to insert Vaasa, Damara, and the Bloodstone lands.</em></p><p><em></em></p><p><em>TSR bought the Realms so as to provide a setting for the 2nd Edition game, and for those purposes it makes perfect sense to provide real-world-equivalent 'steppes,' Mayan, Oriental, Arabic, and Celtic settings, but my own personal tastes run to 'no recognizable real-world equivalents' in my own Realms... because players tend to make mistaken assumptions (rather than roleplaying to the hilt) based on their understandings of real-world feudalism, or gunpowder, or stirrups, or Roman galleys, or whatever, if things are "too close." So I would not have flavored areas of the Realms in the same way published Realmslore has."</em></p><p></p><p>On the "Time of Troubles":</p><p></p><p><em>"Realms-Altering Events, now....well, in the 'home' Realms campaign, the Time of Troubles hasn't happened yet. Not because of my likes or dislikes, but because of my players.</em></p><p><em></em></p><p><em>Simply put, the task of the DM is to entertain his or her players, giving them an entertaining and worthwhile return on the hours they spend sitting playing with him or her. To make any roleplaying game the most fun for the most participants, I let everyone vote on really major stuff (like 1st to 2nd Edition, new rules inclusions, Time of Troubles, etc.) after everyone's had a chance to thoroughly discuss it and think it through.</em></p><p><em></em></p><p><em>My players voted no, so no it is."</em></p></blockquote><p></p>
[QUOTE="Turjan, post: 1787541, member: 3477"] I really don't have a clue about this version. Without going into too much detail, what are the main differences? I hope this is not asked too much ;). Maybe I should explain my sudden interest: In the course of the current Scarred Lands rumour debate, someone dropped a link to some old interview with Ed Greenwood, and there he was asked how his own FR (i.e., his campaign at home) looked like, and I found the answers quite interesting: [I]"Specifically, my Moonshae Isles were a lot more like the real-world Orkneys and Hebrides, or LeGuin's Earthsea: lots of little islands of fisher-folk (rather than Doug's Celtic continent), the Whamite Isles (of THE GREAT KHAN GAME game) were airlifted into the Realms, Bob Salvatore peeked over The Spine of the World to see what was there and add Icewind Dale, and my glaciers were rolled back to insert Vaasa, Damara, and the Bloodstone lands. TSR bought the Realms so as to provide a setting for the 2nd Edition game, and for those purposes it makes perfect sense to provide real-world-equivalent 'steppes,' Mayan, Oriental, Arabic, and Celtic settings, but my own personal tastes run to 'no recognizable real-world equivalents' in my own Realms... because players tend to make mistaken assumptions (rather than roleplaying to the hilt) based on their understandings of real-world feudalism, or gunpowder, or stirrups, or Roman galleys, or whatever, if things are "too close." So I would not have flavored areas of the Realms in the same way published Realmslore has."[/I] On the "Time of Troubles": [I]"Realms-Altering Events, now....well, in the 'home' Realms campaign, the Time of Troubles hasn't happened yet. Not because of my likes or dislikes, but because of my players. Simply put, the task of the DM is to entertain his or her players, giving them an entertaining and worthwhile return on the hours they spend sitting playing with him or her. To make any roleplaying game the most fun for the most participants, I let everyone vote on really major stuff (like 1st to 2nd Edition, new rules inclusions, Time of Troubles, etc.) after everyone's had a chance to thoroughly discuss it and think it through. My players voted no, so no it is."[/I] [/QUOTE]
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