Sigh, I'm currently on post 994. I must have pissed off a LOT of people recently.I blame the Warlord threads. I had a bit of an.... episode.
It's annoying too cos when someone has blocked you, the "go to last read post" in a thread doesn't work anymore. PITA.
That actually explains a lot. I thought it was just because I'd switched browses.It's annoying too cos when someone has blocked you, the "go to last read post" in a thread doesn't work anymore. PITA.
I love the Realms, and have run my campaigns in it since it came out. One of my favorite things is that plot threads move forward in the supplements and the novels. They aren't always "good wins" results - such as the events in Cormyr, and everything went out the window when 4e came along.My main problem with FR was the meta-plot, particularly since the formative years of the setting was spent under TSR's Comics Code-inspired "Code of Conduct." This problem showed itself primarily in two ways:
1. Plot threads from the core box and sourcebooks get resolved in novels by NPCs, and later sourcebooks assume these things have been taken care of.
1a. Since plot threads keep getting resolved (because Good always wins), new things have to be thrown into the setting every now and then, leading to things like a I-can't-believe-it's-not-Mongols invasion or ancient cities reappearing.
2. Their pantheon gets turned into a gorram soap opera, with new gods rising, old ones dying, portfolios changing hands, changing hands again, gods thought dead return, and so on and so forth. The rise of a new god should be a momentous thing, not "A new god again? Must be Tuesday."
Two of the defining traits of Eberron are, I think, direct reactions to these issues: a frozen timeline, and distant and possibly non-existent gods.
Sorry, but, where did I ever say I have to use the Realms? I think you might be ascribing things to me that I haven't said. But, that being said, I realize I'm not getting my point across very well, so, take it as read that I mean "Hey, I find the FR setting hard to get into, please sell me on its better aspects".
What positive things have been mentioned in this thread? I keep asking for positive things and the only answer I get is, "You don't have to use the material". Then again, this is a pretty fast moving thread, so maybe I missed something. So, please, show me what I missed.
LOL. Ok, fair enough. I probably deserved that. Thing is, I do recognize that this is a very popular setting. It's got a longevity that blows virtually any other setting for any game really, right out of the water. There's what, 35 years of material there? More? Obviously there's something to this setting that people like. It wouldn't be the premier setting for D&D if there wasn't.
So, again, sell it to me. Tell me why the Realms is this fantastic setting that doesn't reference the mountain of material. Like I've said more than a few times; I don't hate the Realms. I think there's lots of cool stuff there. Hell Sturgeon's Law says that there must be some real gems there. But, as far as I can see, the Realms seems to be the setting that people like to read about, more than actually play. And, well, that doesn't appeal to me.
I recognize that it's not my place to sell you on the Realms, since I make it a point to veto any play in the Realms. But I suppose that's also where we have a shared problem. It's difficult for us to see the particular appeal of the setting. For us, it fails the fundamental question of the test: "So what?" Ignoring the settings identified as "niche," it's not as if we are somehow lacking generic settings: Greyhawk, Mystara, and Dragonlance. Most homebrews, despite the proud protestors pretending otherwise, would fall into generic fantasy as well.
That appears to be part of the problem. The appeal of the setting has likely shifted from its original focus and appeal of the original box. It's no longer only that it's a generic setting. There is tradition and nostalgia there. It's that it's a generic setting with a tremendous amount of accumulated lore, fiction, and media behind it. There is appeal in the mountain of material. But for us, that is also a self-defeating quality to the Realms that turns us off from it. We don't want all that detail that leaves barely anything, not even the windows, to the imagination! Forgotten Realms, for me at least, has become the homebrewer that we warn others not to become in homebrewing advice threads: "it's not healthy to detail everything" or "you may put in a lot of work and details into your setting, but players will likely not get much of it, so it's best to expend your efforts elsewhere." If I want a richly flavorful setting, I'm likely to look towards those niche settings. If I want a generic setting, particularly as a sandbox or open world, it seems that either a generic homebrew setting, Nentir Vale, or Greyhawk would be more useful for my purposes.
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Another fun analogy: I was discussing the Realms with another D&D gaming friend of mine, as I wanted to compare experiences. Though he voiced some admiration at the convenience of the Realms as a generic setting, he also voiced a simultaneous distaste of the Realms due to its NPCs (and its genericness). But he also offered an analogy that I found illustrative and amusing. He said, albeit not verbatim, "You know those parties that you would potentially want to go to, but don't because you don't want to run into those people that you absolutely can't stomach? You may never even see those people, but there is still the chance that you will and that they are in the same building with you? That's the Realms for me."
However, we have our differences in that he potentially would want to play in the Realms, whereas I do not. For a setting whose fanbase beams in pride at the sheer amount of information is available, I can't say that I'm impressed with its world-building. For all the lore that it supposedly has, this is the world that we have? Meh.![]()
Well, I find it an incoherent mess. But I've disliked it for a long time, even before the 4e/5e changes. I just don't like the stuff on it, super NPCs running around, the factions, the excessive focus on a single peninsula, the "everybody picks a god", the gods walking the earth, how it is a thinly refluffed version of the real world, along with extremely simplistic analogues of real world cultures, and most of all the wall, that evil wall.
I'm told, by someone who read the book more closely than me, that the 3e book did make a number of changes, like Elves were no longer leaving like in Tolkien, and Dwarves started breeding properly so were no longer dying out. It advanced the timeline, only by a year or two, from 2e.
The "time of troubles" adventures were the biggest piece of 2e "story-driven adventures" crap that I've seen, a big reason I gave up playing a lot of D&D not long after 2e came out because adventures went from simple concise site-based dungeons or similar, to over-blown novels trying to be an adventure. In the "time of troubles" adventures, the PC's get to watch gods battle, led around by Elminster, from near Thay, to Waterdeep, with an NPC who is better than any PC and must accompany them because she turns into Mystra at the end of the 3rd adventure. And another NPC also turns emo mid-way through and by the end he's the new god of murder. Honestly, I read all three adventures again recently, and struggled to see where the actual "adventure" was, unless the players got bored and just randomly attacked NPCs or Gods, and even then of course the silly PC's can't win and yet they must be lead by the nose to see the scripted ending. So you see, that's one example of why some people don't like the FR. From what I figured out even in 1e days, that seems to be the Ed Greenwood style of DMing... (or if it's not, his real style doesn't come out in what he's got his name on).

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