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Would you like Maddman's Forgotten Realms?
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<blockquote data-quote="RodneyThompson" data-source="post: 5002201" data-attributes="member: 3594"><p>Wow. I love this idea. I wish I'd thought of it for my own Forgotten Realms game (I guess I still could, but heading into Paragon after having played for over a year seems a poor time to introduce the concept). </p><p></p><p>What I love about it is that it is a fresh spin on a setting that has reams and reams of lore already written about it that both A) liberates the DM and B) allows for players to know that information without harming the game. I love that it plays with the players' expectations, and I love that it creates a sort of "lore" within the world that is the result of mortal fallacies. </p><p></p><p>One of the interesting themes Robert Jordan plays with sometimes in the Wheel of Time novels is that, over time, the truth is twisted with every retelling of the story, such that, a thousand years from now, the story might not really even resemble the true series of events. "The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again." I like that this idea plays with that same concept, that what we know as truth depends largely on who told it to us. It's an especially salient idea in the context of medieval fantasy; whereas in modern times we can verify facts thanks to technology, a medieval fantasy world still relieve heavily on human (and other mortal) perceptions and retellings. </p><p></p><p>I love the idea of players being these guys from a backwoods village whose view of the world is shaped by, effectively, tall tales and legends about the world around them. They may be disillusioned when they meet great heroes who, as it turns out, are just regular people, but they will also find that the actions of regular people can echo through the annals of history. </p><p></p><p>The whole idea that life is nasty, brutish, and short doesn't have as much appeal to me (mostly because I've already got Dark Sun for that setting), but the idea of a low-magic version of the Realms does appeal to me. I'd love this idea for an all-Martial party game in the Forgotten Realms, which basically then brings the rest of the setting down a notch in terms of magic so it matches the party, instead of the party matching the world. </p><p></p><p>Very cool. Now I'm going to be thinking about this all day.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 5002201, member: 3594"] Wow. I love this idea. I wish I'd thought of it for my own Forgotten Realms game (I guess I still could, but heading into Paragon after having played for over a year seems a poor time to introduce the concept). What I love about it is that it is a fresh spin on a setting that has reams and reams of lore already written about it that both A) liberates the DM and B) allows for players to know that information without harming the game. I love that it plays with the players' expectations, and I love that it creates a sort of "lore" within the world that is the result of mortal fallacies. One of the interesting themes Robert Jordan plays with sometimes in the Wheel of Time novels is that, over time, the truth is twisted with every retelling of the story, such that, a thousand years from now, the story might not really even resemble the true series of events. "The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again." I like that this idea plays with that same concept, that what we know as truth depends largely on who told it to us. It's an especially salient idea in the context of medieval fantasy; whereas in modern times we can verify facts thanks to technology, a medieval fantasy world still relieve heavily on human (and other mortal) perceptions and retellings. I love the idea of players being these guys from a backwoods village whose view of the world is shaped by, effectively, tall tales and legends about the world around them. They may be disillusioned when they meet great heroes who, as it turns out, are just regular people, but they will also find that the actions of regular people can echo through the annals of history. The whole idea that life is nasty, brutish, and short doesn't have as much appeal to me (mostly because I've already got Dark Sun for that setting), but the idea of a low-magic version of the Realms does appeal to me. I'd love this idea for an all-Martial party game in the Forgotten Realms, which basically then brings the rest of the setting down a notch in terms of magic so it matches the party, instead of the party matching the world. Very cool. Now I'm going to be thinking about this all day. [/QUOTE]
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