omedon
First Post
Rav
The feats could easily be left out (They weren't needed for the second edition to work were they?).
As far as shifting the time you play the game in; I don't think that would make it a new setting at all. I am willing to bet anyone who is playing in the realms is playing in the future. It may only be a few days or a few years but the fact is whatever you do in the realms is going to be taking place after the events described in the Campaign Setting and the Novels. What makes it still the realms whether you start your campaign a few months or a few years in the future is the same thing that makes it still the realms when you are playing 100 or 500 years in the future: the HISTORY.
When you play a game in the realms you are creating your own history that sits atop the history that has already been built by the settings writers. What playing further in the future does is allow you to add a few more changes to the setting than you would normally be able to if you were to start your campaign closer to the current realms timeline.
I guess my main point is that YOU are the DM. A map and history is really all that a campaign setting is if it was anything else (a future perhaps?) then it would be a novel and you would not be able to play in it. Some people who have posted here seem to have very fatalistic views and for some reason feel that they have to play the game a certain way; that they are locked in. I think that that is silly. If there was a time of troubles before why not say there was another one. Knock out have the faiths if you want in a glorious battle and have the PC's arrive on the scene just after the second deity war. The battle of the god's may have weakened some towns allowing orcs to overtake them, Clerics might suddenly find themselves without a deity, etc.
You may say that this is a stupid idea, that you might as well be playing a homebrew game, that playing in this manner isn't really playing in the Realms at all. Well perhaps, but every setting no matter what needs to have at least some level of DM input; otherwise you are just reading a book.
Any Campaign setting is effectively a big sandbox with a bunch of toys. Play with them how you like. If you like having high-powered NPC's constantly outshine your heroes that's fine. But you don't have to. Now if you don't like the cities, the histories, the geography, or the flavour then that is a very good reason to choose another setting, one where you find these elements are done better and are more interesting.
Remember YOU ARE THE DM.
The feats could easily be left out (They weren't needed for the second edition to work were they?).
As far as shifting the time you play the game in; I don't think that would make it a new setting at all. I am willing to bet anyone who is playing in the realms is playing in the future. It may only be a few days or a few years but the fact is whatever you do in the realms is going to be taking place after the events described in the Campaign Setting and the Novels. What makes it still the realms whether you start your campaign a few months or a few years in the future is the same thing that makes it still the realms when you are playing 100 or 500 years in the future: the HISTORY.
When you play a game in the realms you are creating your own history that sits atop the history that has already been built by the settings writers. What playing further in the future does is allow you to add a few more changes to the setting than you would normally be able to if you were to start your campaign closer to the current realms timeline.
I guess my main point is that YOU are the DM. A map and history is really all that a campaign setting is if it was anything else (a future perhaps?) then it would be a novel and you would not be able to play in it. Some people who have posted here seem to have very fatalistic views and for some reason feel that they have to play the game a certain way; that they are locked in. I think that that is silly. If there was a time of troubles before why not say there was another one. Knock out have the faiths if you want in a glorious battle and have the PC's arrive on the scene just after the second deity war. The battle of the god's may have weakened some towns allowing orcs to overtake them, Clerics might suddenly find themselves without a deity, etc.
You may say that this is a stupid idea, that you might as well be playing a homebrew game, that playing in this manner isn't really playing in the Realms at all. Well perhaps, but every setting no matter what needs to have at least some level of DM input; otherwise you are just reading a book.
Any Campaign setting is effectively a big sandbox with a bunch of toys. Play with them how you like. If you like having high-powered NPC's constantly outshine your heroes that's fine. But you don't have to. Now if you don't like the cities, the histories, the geography, or the flavour then that is a very good reason to choose another setting, one where you find these elements are done better and are more interesting.
Remember YOU ARE THE DM.
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