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Why the hatred towards FRCS?
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<blockquote data-quote="Zhure" data-source="post: 20939" data-attributes="member: 308"><p>I don't feel I'm adding anything unmentioned, but my distaste falls into a few simple categories (I believe 'hate' is too strong a word):</p><p></p><p>- Godlike NPC's with few restrictions on their powers. It's like playing Robin in a campaign where Superman is flitting about. The only way to be believeably effective is if Supes is occasionally beset by Kryptonite. Elminster doesn't really have a Kryptonite, and if he did, it'd be odd for it to show up every adventure. </p><p></p><p>The alternate to this is there is too much going on in the Realms to be handled by the uber-NPC's. That begins to stretch the bounds of plausibility. I'm not saying it's impossible to have fun, plausible games set in the Realms, I just find it too stifling.</p><p></p><p>- The geography is too well-explored. In the original setting, Thay was supposed to be a null zone, where then T$R wouldn't do any development, giving local DM's a chance to place odd events and situations. </p><p></p><p>That quickly went by the wayside. Now there's little unexplored in the Realms and little room for sweeping plots and storylines that don't involve high-level NPC's.</p><p></p><p>- Too much common knowledge. On the one hand, it's delightful that there's a completely understood pantheon of heroes and villains running about, but on the other hand, it doesn't make sense for every PC to be familiar with every major NPC in the setting. While it's true that players should mentally separate what they know vs. what their characters know, that sort of cognitive dissonance is difficult to do on a consistent basis. It's a lot easier in a home-brew campaign where everything is new and different.</p><p></p><p>- The Realms are such a mish-mash of cultures, it's hard to get a handle on what makes a Thayan different from a Dale lander. Aside from the obvious differences, what are the cultural differences? Or better yet, a Simbian vs a Corymyrian? Contrast this to Greyhawk, where there are reams of notes on geography. ecology and politics</p><p></p><p>Those are my quibbles. Individually, they don't mean a lot. Taken altogether, they annoy me to the point I don't like running or playing a FR campaign.</p><p></p><p>Greg</p><p></p><p>edit- oh yeah, and Elminster's a perv. I don't like combining my soft porn and my gaming.</p></blockquote><p></p>
[QUOTE="Zhure, post: 20939, member: 308"] I don't feel I'm adding anything unmentioned, but my distaste falls into a few simple categories (I believe 'hate' is too strong a word): - Godlike NPC's with few restrictions on their powers. It's like playing Robin in a campaign where Superman is flitting about. The only way to be believeably effective is if Supes is occasionally beset by Kryptonite. Elminster doesn't really have a Kryptonite, and if he did, it'd be odd for it to show up every adventure. The alternate to this is there is too much going on in the Realms to be handled by the uber-NPC's. That begins to stretch the bounds of plausibility. I'm not saying it's impossible to have fun, plausible games set in the Realms, I just find it too stifling. - The geography is too well-explored. In the original setting, Thay was supposed to be a null zone, where then T$R wouldn't do any development, giving local DM's a chance to place odd events and situations. That quickly went by the wayside. Now there's little unexplored in the Realms and little room for sweeping plots and storylines that don't involve high-level NPC's. - Too much common knowledge. On the one hand, it's delightful that there's a completely understood pantheon of heroes and villains running about, but on the other hand, it doesn't make sense for every PC to be familiar with every major NPC in the setting. While it's true that players should mentally separate what they know vs. what their characters know, that sort of cognitive dissonance is difficult to do on a consistent basis. It's a lot easier in a home-brew campaign where everything is new and different. - The Realms are such a mish-mash of cultures, it's hard to get a handle on what makes a Thayan different from a Dale lander. Aside from the obvious differences, what are the cultural differences? Or better yet, a Simbian vs a Corymyrian? Contrast this to Greyhawk, where there are reams of notes on geography. ecology and politics Those are my quibbles. Individually, they don't mean a lot. Taken altogether, they annoy me to the point I don't like running or playing a FR campaign. Greg edit- oh yeah, and Elminster's a perv. I don't like combining my soft porn and my gaming. [/QUOTE]
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