Aldarc
Legend
...then they would discover that these legacy settings are no longer supported.If only someone would invent GOOGLE....
...then they would discover that these legacy settings are no longer supported.If only someone would invent GOOGLE....
Selvarin said just "the player" is the problem. I find your argument more persuasive yet more of a non sequitur. Players being unwilling to play in a setting is a perfectly valid reason to dislike a setting. And if players don't want to play in FR because they're deeply familiar with it and would prefer not to play in a version of it that doesn't match their conception of it, that's a perfectly valid reason for them.
The reason why you like the Forgotten Realms is because you own a lot of Forgotten Realms and therefore you must like it, else spending all that money on it would be a mistake, and people don't like to believe they made mistakes. That's real psychology and is certainly a factor to some minor extent in many cases, but it doesn't do the conversation any good to ignore what you're saying and insist on that. Generally greater understanding is not reached by dismissing the opinions of other people and telling them "that can't be the real reason, because that's not a problem."
That would be fine the first time. Heck, even the second time, just to make sure. But, after repeated statements detailing that I don't like the Realms because of the volume of material I feel that I would need to use in order to play in that setting (whether you think you need to use it or not is irrelavent - I'm telling you what I feel), I get the feeling that my issues are being pretty much ignored.
Well, fair enough. We're talking about needing a single source book now. Ok, fair enough. Although, running a War of the Lance era game without at least having the modules would be very difficult. You could run something that is loosely based around Dragonlance, but, anyone with even a passing familiarity with the setting wouldn't recognize it outside of a couple of proper nouns. The DL Adventures book (the one I'm assuming you're talking about) really does require the modules in order to make much sense. There are a LOT of references to the modules contained in that book. Which makes sense. DLA was meant as a supplement to the modules, not really a campaign book in and of itself.
I mean, while DLA does have a map of Ansalon, it's a very sparse map with almost no detail. It basically has the capital cities of each country and that's about it. You'd have a pretty uphill battle running a campaign set in War of the Lance with just that book.
But, again, that's MY POINT. I could run a WotL campaign with the modules and one book. That's it. That's all it would take to run a pretty much full on canon DL campaign of that period. A pretty minor investment to get all the canon available.
If I wanted to have that level of canon in a Forgotten Realms game, I'd need dozens, if not a couple of hundred supplements. Monster books, various country guides, class splats (TWO full gods books alone in 2e), dozens of Dragon magazine articles, on and on and on.
Do I absolutely need these? Maybe not. But, the fact that they are there means that I am NOT INTERESTED in starting. That mountain of material means that I have zero interest in running an FR game. None. Zero. Nada. It is a barrier to my entry into the setting.
Since that barrier doesn't exist for a lot of other settings, I would much rather run those settings. I have no problems running published settings. I ran Scarred Lands for years in 3e. I am running a Primeval Thule game right now. Published settings isn't the problem. FOR ME the problem is any time I pick up a Forgotten Realms supplement, I know, beyond a shadow of a doubt, that that supplement will reference several, if not dozens of other sources. Sorry, not interested.
He'res part of the problem: There are at least two objections to the Realms.I'm not trying to dismiss anyone's opinions. I am challenging those opinions a bit, yes, to see if there is more to them or perhaps if those opinions are not based on the factors that we may think.
I'm curious how you figure that leaving out a few things is actually not as easy as building an entire new setting from scratch. I run the Realms by excluding or placing into the background most of those, and there's virtually no work at all to do so.There is no need to run in the Forgotten Realms if you don't like abundant ultra-powerful NPCs in every region, ubiquitously powerful magic, etc. Pulling that out of the Forgotten Realms is more work than just building your own setting, assuming you wanted to use any adventures and supplements that were put out.
"There's too much info!"---Don't use it. If all you need are the maps and some general ideas on what's what, boom. You're in.
"There's too many high-level characters!"--Easily remedied. You may still dislike the ones published in 'canon' but, again, it's easily ignored.
I have been ruminating about something as of late, particularly following the posts about the frustration of binary choice that Forgotten Realms represents. When people say how D&D 5E is not just Forgotten Realms because the books mention other settings, how would that appear to someone completely new to D&D? Someone who has never seen D&D before 5th Edition? Would this new player (either a GM or player to-be) be able to pick up a 5E book to gain an adequate basis of knowledge for Forgotten Realms? Likely. This endeavor is further aided by the published 5E adventures that are set in the world. What about when Greyhawk, Krynn, Eberron, Planescape, or Dark Sun are mentioned in the published materials? How does one get a grasp of these settings from the published materials? What does it look or sound like when these materials are mentioned without any supplemental publications that anchor the setting for them? What are these places? Who are these names they mention? Who are these faiths at the back of the PHB? What are these settings even like or about? This is far less of a problem for Forgotten Realms. It's the de facto default lens through which the game is viewed. SCAG. The majority of published adventures. Adventurer's League. Even Greyhawk's classic dungeons (and characters) have been sacked and pillaged for the glory of Forgotten Realms. This is the privilege that Forgotten Realms enjoys. Other settings may be mentioned, but there is virtually no published support for them for any new or returning player.
If only someone would invent GOOGLE....
He's part of the problem: There are at least two objections to the Realms.
1) The Realms is a garbage setting. While I happen to share this opinion, I do recognize that it's just an opinion. If a group likes the Sword Coast (say) and finds value in the SCAG, an adventure set in the Realms, etc., I have zero qualms with that, whatsoever. We can have a conversation about the merits and flaws of the Realm, but my personal feelings about the quality of the Realms is really only secondary to....
2) The Realms is the only setting getting any real coverage. Yes, you had CoS, but that was written almost as being a planar excursion to characters who started in the Realms. Other than that, there are five (soon to be six) other, full-length adventures that are pretty tightly coupled to the Realms. I tried to adapt PotA to Eberron, and the overland map actually provided many subtle difficulties to the conversion -- and that's probably the easiest of the adventures to adapt. It's not just a matter of "eh, ignore the Realms". It's very, very close to "play in the Realms or don't use our adventures". Additionally, they've started using names from the Realms for non-adventure/setting books. While I don't really mind including the Realms, I don't like them being the only source drawn upon. While using an (IMO) inferior setting in this way no doubt a factor in my frustration, I'm confident in saying that I would not be happy with any setting in this position.
So, which conversation would you like to challenge? I'm actually more than willing to have either. But, number 2 is the one that's going to eventually drive me from the game.
I'll give you an example. In Thule, there are no planes. Demons, and various other extra planar critters are now called Extraterrean (sp) and are considered to come from other planets. There's also a very large element of Cthulhu Mythos in the setting. Additionally, clerics in Thule are considered, more or less, just a wizard with better organizational skills. Being a priest of a Lawful Good (or Chaotic Evil) god does not dictate your behavior. Once you are a cleric, that's it. You don't "pray" for your spells from any god. They just come, just like a wizard. Which means that clerics are no longer constrained by their class to behave a certain way. ((And, it tends to mean that all clerics are far more like cults and not in a good way))

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.