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Which version of the FR do you prefer, and why?
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<blockquote data-quote="ruleslawyer" data-source="post: 1790821" data-attributes="member: 1757"><p>Right. It's like saying that F&P isn't compatible with <em>Deities and Demigods</em>.</p><p></p><p>As for me: Having run an FR game for 17 (count 'em) years, and used FR material from <em>Dragon</em> before that, I prefer the 3e ruleset, but do like the 1e box and its descendants for flavor. Guess I subscribe to the Necromancer Games people's tagline... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I use a gamut of sources from all editions, although I've noticed that the stuff by authors other than Ed, Steve Schend, or Eric Boyd tends not to blow my whistle, so that cuts out a huge amount of the 2e stuff, some of the 1e stuff, and basically all the novels (I'm not even very fond of Ed's, though the short stories aren't bad). My personal FR favorites:</p><p></p><p>-The gray box</p><p>-Waterdeep and the North/City of Splendors</p><p>-The Volo's Guides</p><p>-Dreams of the Red Wizards</p><p>-The Magister/Pages from the Mages/Prayers from the Faithful</p><p>-Dwarves Deep</p><p>-FR13 Anauroch</p><p>-The "Everwinking Eye" columns in <em>Polyhedron</em></p><p>-The 2e "gods books" (Faiths & Avatars, etc.)</p><p>-Ruins of Undermountain/Ruins of Myth Drannor</p><p>-Drow of the Underdark</p><p>-Drizzt's Guide to the Underdark</p><p>-Code of the Harpers</p><p>-Secrets of the Magister</p><p>-Empires of the Shining Sea</p><p>-Serpent Kingdoms</p><p>-Silver Marches</p><p>-Halls of the High King (while an adventure, it contains SCADS of Realmslore)</p><p></p><p>Those are the ones that see regular use in play for me. I would argue that a game based on those (and FRCS, PGtF, Magic of Faerun, and Lords of Darkness, if those are your bag) would be rich in <em>hooks</em> and <em>ideas</em> and <em>tone</em> while not filling in every single element of the setting beyond the capacity to make the Realms your own. IMHO, it's when you use every single region book and weird expansion (some written way out of tone with the original Realms; check out the <em>Netheril</em> boxed set f'rex) that the setting spirals out of control.</p><p></p><p>Incidentally, I happen to like (or at least have mixed feelings about) the Great Tree; I want my FR games to be FR games, not (Planescape/)FR games. The Planescape materials are high quality, and I have run a very successful PS game, but I believe that a campaign needs to have, as part of its sense of place, the idea of being <em>central</em>, not peripheral. IMHO, a "myriad worlds" cosmology would work best for the Realms, with the Tree representing the most commonly-accessible planes and other worlds connecting with Toril via gates through a transitive plane (but, of course, the Plane of Shadow handles this anyway). It sounds much more like Ed's original vision.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1790821, member: 1757"] Right. It's like saying that F&P isn't compatible with [i]Deities and Demigods[/i]. As for me: Having run an FR game for 17 (count 'em) years, and used FR material from [i]Dragon[/i] before that, I prefer the 3e ruleset, but do like the 1e box and its descendants for flavor. Guess I subscribe to the Necromancer Games people's tagline... :) I use a gamut of sources from all editions, although I've noticed that the stuff by authors other than Ed, Steve Schend, or Eric Boyd tends not to blow my whistle, so that cuts out a huge amount of the 2e stuff, some of the 1e stuff, and basically all the novels (I'm not even very fond of Ed's, though the short stories aren't bad). My personal FR favorites: -The gray box -Waterdeep and the North/City of Splendors -The Volo's Guides -Dreams of the Red Wizards -The Magister/Pages from the Mages/Prayers from the Faithful -Dwarves Deep -FR13 Anauroch -The "Everwinking Eye" columns in [i]Polyhedron[/i] -The 2e "gods books" (Faiths & Avatars, etc.) -Ruins of Undermountain/Ruins of Myth Drannor -Drow of the Underdark -Drizzt's Guide to the Underdark -Code of the Harpers -Secrets of the Magister -Empires of the Shining Sea -Serpent Kingdoms -Silver Marches -Halls of the High King (while an adventure, it contains SCADS of Realmslore) Those are the ones that see regular use in play for me. I would argue that a game based on those (and FRCS, PGtF, Magic of Faerun, and Lords of Darkness, if those are your bag) would be rich in [i]hooks[/i] and [i]ideas[/i] and [i]tone[/i] while not filling in every single element of the setting beyond the capacity to make the Realms your own. IMHO, it's when you use every single region book and weird expansion (some written way out of tone with the original Realms; check out the [i]Netheril[/i] boxed set f'rex) that the setting spirals out of control. Incidentally, I happen to like (or at least have mixed feelings about) the Great Tree; I want my FR games to be FR games, not (Planescape/)FR games. The Planescape materials are high quality, and I have run a very successful PS game, but I believe that a campaign needs to have, as part of its sense of place, the idea of being [i]central[/i], not peripheral. IMHO, a "myriad worlds" cosmology would work best for the Realms, with the Tree representing the most commonly-accessible planes and other worlds connecting with Toril via gates through a transitive plane (but, of course, the Plane of Shadow handles this anyway). It sounds much more like Ed's original vision. [/QUOTE]
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