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 What's your favorite time period to play in?

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Pineapple Posted - 07 Mar 2013 : 13:02:15
I assume that among the membership here people have run adventures in a number of different time periods in the Realms.

I'm going to be starting up a campaign in the near future with the 3.5 rules. The experience level of the players varies from relative newbie to my brother who is seven years older than me and has been playing D&D for as long as I can remember. Most of them have at least passing familiarity with the realms even if it's only from playing Baldur's Gate or Neverwinter Nights. I've played a campaigns set in the Realms a few times.

I DMed it once, but we really were just using the maps, and I made up the personalities and politics myself. This time I want to make it more faithful to the classic setting, and I'm wondering if you all have any time period that you find most fun or interesting. I'm also open to region suggestions, with the only caveat being that I'd like them to have reasonable access to a variety of terrain types and at least once major city. (Most of the Realms fit this description though, so that's a plus.)
30   L A T E S T    R E P L I E S    (Newest First)
JohnLynch Posted - 23 Apr 2013 : 11:09:30
I started playing in 4th ed (LFR). It wasn't bad, but it was missing a fair bit of flavour (largely due to the format that the adventures were forced to adhere to and the fact it was organised play). Having read up on the Realms since then I'd have to say my favourite time period is the original boxed set before the Time of Troubles.

Everything that gets detailed in later supplements is still usable, but you're able to make tweaks to "future events" if you start right at the start (for example, I'm not a fan of the Time of Troubles themselves and would prefer they never happened in my version of the Realms).
Ze Posted - 10 Apr 2013 : 20:01:28
quote:
Originally posted by MrHedgehog

What would you change?



Let's see if I can explain myself.
The way Shades were designed in the 3.0 FRCS stroke me as the epitome of what 3.0 did to D&D (absolutely don't want to start any rant or fight on editions, please, I'm just trying to make my point clear).
Instead of being the living expression of an old, incredible power, further corrupted by being exposed for so long to the taint of the Plane of shadow, they looked to me a bit shallow and lacking in epic.
I am not saying I could do better, of course, I fully respect all the authors' work and I'm no writer - i just liked the Shades less than other 3.0 FR novelties, as, say, the import of genasi (although I am not a Planescape fan either).
I just think that if I were to write or run an adventure with Shades, I'd have to struggle a bit to convey the proper feeling to the players, so that they'd respect and fear them rather than just dislike or hate them.
It's really hard to find the right words for me. :)

Still, let me say it again, I think that having Shade reappear is potentially a great hook. As a player, I would love to attend to its re-appearance in the sky, when in game no character would even think of the possibility.
Wooly Rupert Posted - 10 Apr 2013 : 17:27:17
quote:
Originally posted by sleyvas

On the Shadovar thing, I can honestly say I found it palatable. It was a return of an old empire somewhat, but actually very different. Their goals and actions were interesting. I liked that they were trying to fix the huge desert that noone ever really did anything with. I wasn't enthused with them taking over Sembia, but it did at least make sense. What started cheesing me off was the 4th edition stuff where they were returning all kinds of groups to the realms (Imaskari being most prominent for suddenly being able to fill a country... I wouldn't have minded a small return mind you) and just dumping other ones (Mulhorand/Unther/Chessenta... they decimated the royal lines of both Damara and Impiltur and ultimately changed their entire character.... and my personal peeve the destruction of Thay and replacing it with boring rather than simply having Tam (or someone else) build up boring undead empire somewhere else. etc...)



I didn't mind the fact of Shade's return, it was the way they returned -- with absolutely nothing anyone did being able to do more than inconvenience them. And then they were everywhere after their return. No one could stand up to them, and since their return, you can't swing a dead tressym without hitting four or five lurking Shades.

Shade came back, and loads of established power groups in the Realms were swept underneath the rug.
sleyvas Posted - 10 Apr 2013 : 15:14:58
On the Shadovar thing, I can honestly say I found it palatable. It was a return of an old empire somewhat, but actually very different. Their goals and actions were interesting. I liked that they were trying to fix the huge desert that noone ever really did anything with. I wasn't enthused with them taking over Sembia, but it did at least make sense. What started cheesing me off was the 4th edition stuff where they were returning all kinds of groups to the realms (Imaskari being most prominent for suddenly being able to fill a country... I wouldn't have minded a small return mind you) and just dumping other ones (Mulhorand/Unther/Chessenta... they decimated the royal lines of both Damara and Impiltur and ultimately changed their entire character.... and my personal peeve the destruction of Thay and replacing it with boring rather than simply having Tam (or someone else) build up boring undead empire somewhere else. etc...)
Renin Posted - 10 Apr 2013 : 14:56:25
I stopped using any material from the time that the Shadovar returned. I don't care for the addition 'villains just to be villains.'
MrHedgehog Posted - 07 Apr 2013 : 19:21:58
quote:
Originally posted by Ze

I never really liked the way the Shadovar were designed in 3e, although the idea of Shade coming back is actually great. I just feel that they wasted it.



What would you change?
Artemas Entreri Posted - 07 Apr 2013 : 18:38:30
quote:
Originally posted by Wooly Rupert

I'm not DMing, but if I was, my Realms would start right before the 3E FRCS came out, and would follow some of the following Realms canon but change or discard other canon events.



I'll second this.
Arivia Posted - 07 Apr 2013 : 16:29:00
Somewhere during the 1372-1375 3e period is the most familiar/"home" for me. My current game is set in Kythorn 1374, and I'll probably have to brush Blackstaff out of the way for awhile. I'm also really preferential to going way back and just playing with whatever rules and the Old Gray Box in the late 1350s.
Kryal Posted - 07 Apr 2013 : 14:25:16
Somehow i always start my campaigns around 1358-1362. I like the events that follow or has been around this time. I usually run campaigns where time actually moves forward. So before the campaign ends the year often has gotten to 1372-1375.
Ze Posted - 07 Apr 2013 : 13:43:05
The best times I had was 20 years ago playing 2e modules, but today we only play between 1372 and 1374.
I'm writing a 1370 Waterdeep campaign, with the intention to have all the 1370-1371 canon events happen during gameplay. Those are the best years for me.
I never really liked the way the Shadovar were designed in 3e, although the idea of Shade coming back is actually great. I just feel that they wasted it.
MrHedgehog Posted - 07 Apr 2013 : 06:05:01
I've only played in 4e time period other than in video games.
I don't think the time period matters, its all good!
The Madmage Posted - 05 Apr 2013 : 19:18:23
I for one would say overall the period I preferred was post-TOT, pre-Manshoon Wars/Coming of Shade. I didn't like Shade as the "big villain" in 3E as it killed some of the wonder of Netheril of old, and reduced other villains or villainous groups who were far more fleshed out and iconic to being bench warmers or 2 bit players. Part of this was the change of direction of the Red Wizards to become magical item merchants. I liked most of the material from 3rd edition of Forgotten Realms beyond what I just wrote though. In my campaign, Shade is a lot smaller/weaker and the Red Wizard enclaves serve more as embassies/foreign bases in their immediate sphere of influence so you don't see them outside west of the Vast.

With WotC's focus going forward to actually utilize their backlog of published material and wanted to be inclusive for players both new and old, I'd like to see them come out with campaigns or adventure paths set in specific times and areas of the realms such that you can develop the best player/DM friendly settings. There was a near 100 year time skip and we're likely to face another time skip involving the upcoming Sundering. Sadly, FR has become too much of a playground for the novels that many feel their own campaigns are disassociated with the canon, intimidated by the sheer amount of reading involved, or fear changing anything.

Ideally, I'd like to see the D&D Next FR setting to be placed in a fixed year that will not move forward for several years. The novel lines be set in the past or to a much lower scale to establish context for the setting of D&D FR Next. And WotC could release adventure paths for "hotbeds" of activity to have players pursue campaigns during historically significant time periods of Faerun's history or in the current year. There have already been several interesting suggestions for campaigns like the Tethyr civil war, the Damaran struggle against Zhengyi. The old series of adventures involving the Bloodstone lands could be republished or updated to the newest edition as part of DDI. Same goes for the Avatar crisis adventure modules. The Harper wars could be an interesting setting, or the Fall of Myth Drannor. I know this sounds a bit like the failed attempt of the Arcane Age setting... but those ultimately failed IMO because those books didn't give adventure hooks or enough material for adventures during those times.

Basically, give the setting back to the players and allow us to play major roles in the setting.
sleyvas Posted - 20 Mar 2013 : 20:18:31
quote:
Originally posted by Pineapple

quote:
Originally posted by Andrekan

That said, I would not use the years of Time of Troubles unless it is important to your game having Divine Classes with no ability granted by their Deity. Spellplague...not all wizards lost their marbles or power but it seemed a bit chaotic as never knowing if spells will actually work and drive the wizard mad in the casting. Hells, that might even be fun for players and DM's too!

Make your game (or concept) and then find a place to anchor it adding details and events that fit what you need most for 'your' game! The setting should add color and lend some ideas in the creation but don't let it be a crutch or cripple your ideas of what your game will be.



quote:
Originally posted by sleyvas

My answer to you would strongly depend on WHERE you're running your campaign in the realms. For instance, if I were to run an Old Empires based game, I'd like it to be pre-ToT while the gods are still bound to their earthly manifestations. If I were to run a game in Thay, it'd be leading into the ToT and/or just following it, with the party playing through the salamander war (alternatively, I've always wanted to run a campaign around the founding of Thay). If I were to run a game in Damara, it'd be during the rise of Zhengyi with the party working behind the scenes to help out while they also hear stories of a group in bloodstone pass and then leading into helping found the new kingdom of Damara after Zhengyi's fall. If it were a campaign in Tethyr, it'd be during the dark days that the king was overthrown (or just following).



Yeah, everyone has made good points. I don't want to restrict divine classes like that, but I think I do like the idea of a few pockets of dead and wild magic left. I know at least one of the players really enjoyed playing a Wild Mage in the 2E days.

The point about location making a difference is also good.



The one thing I'll note with my decisions about place is that most of the lore for those areas are either not set in stone yet or being defined. For instance, playing during the days leading into the dark days of Tethyr.... you have some lore from later that can help you define some of the noble families, but you also have a lot of leeway to make up your own stuff... and more importantly kill them off... meanwhile you have a guiding light for where things should end up. So basically, you start out with a lot of flexibility, then once the players are actually able to do things that really matter in that section of the world, you've got a lot of the work already done for you and also usually have some pre-defined plots for them to stick their noses into. Same goes with the Damara during Zhengyi. Same goes with Thay leading into the ToT.

In doing that, you can also introduce the players to individuals before they are famous, and often times unless they're a hard core fan they don't realize it. For instance, my players were in a Damaran campaign like I described, and at one point they actually met up with a wizard in the astral plane studying the carcass of Orcus.... the guy's name? Velsharoon. They had no clue who it was, because I didn't write it down... I just said the name. They even went on a little mini-quest for him in return for some aid.
Kno Posted - 20 Mar 2013 : 16:11:27
1356 in Dambrath. After queen Yenandra turns into a spectre.
Diffan Posted - 18 Mar 2013 : 17:04:05
quote:
Originally posted by Pineapple

What's your favorite time period to play in?


Currently, I'm enjoying the 1479 DR Realms. I'm running one campaign set there with a group of PCs that travelled there through a mirror portal from 1374 DR. They're currently investing a lot of resources and time helping rebuild and help Neverwinter restore it's lost glory.

I have another 1479 DR campaign that I'm playing a PC in, set someplace in the Cormyr region. It's the converstion from the Thunderspire Labrynth adventure but it's been pretty fun so far.

Just recently we started a quick campaign using v3.5 "E6 variant" rules in 1374 DR in the Border Kingdoms and that has been pretty cool too. The PCs seem to like it so far and I probably plan on capping it when they hit 5th level (and pick it up again sometime later when the itch to run v3.5 comes back).
Pineapple Posted - 18 Mar 2013 : 15:35:58
quote:
Originally posted by Andrekan

That said, I would not use the years of Time of Troubles unless it is important to your game having Divine Classes with no ability granted by their Deity. Spellplague...not all wizards lost their marbles or power but it seemed a bit chaotic as never knowing if spells will actually work and drive the wizard mad in the casting. Hells, that might even be fun for players and DM's too!

Make your game (or concept) and then find a place to anchor it adding details and events that fit what you need most for 'your' game! The setting should add color and lend some ideas in the creation but don't let it be a crutch or cripple your ideas of what your game will be.



quote:
Originally posted by sleyvas

My answer to you would strongly depend on WHERE you're running your campaign in the realms. For instance, if I were to run an Old Empires based game, I'd like it to be pre-ToT while the gods are still bound to their earthly manifestations. If I were to run a game in Thay, it'd be leading into the ToT and/or just following it, with the party playing through the salamander war (alternatively, I've always wanted to run a campaign around the founding of Thay). If I were to run a game in Damara, it'd be during the rise of Zhengyi with the party working behind the scenes to help out while they also hear stories of a group in bloodstone pass and then leading into helping found the new kingdom of Damara after Zhengyi's fall. If it were a campaign in Tethyr, it'd be during the dark days that the king was overthrown (or just following).



Yeah, everyone has made good points. I don't want to restrict divine classes like that, but I think I do like the idea of a few pockets of dead and wild magic left. I know at least one of the players really enjoyed playing a Wild Mage in the 2E days.

The point about location making a difference is also good.
Quale Posted - 15 Mar 2013 : 08:58:01
1340s (Moonshaes) - 1373 DR - until the dragon rage the RSEs are still tolerable.

I also like 228 DR (Athalantar campaign) and -2000 DR (post-Imaskar).
Kilvan Posted - 14 Mar 2013 : 15:38:41
I do not keep track of years very carefully in terms of canon. We are between the 3rd and 4th edition, but we have been for many many game years (and real time years too for that matter). Our first characters grew old, had children, who then got old too, so decades have passed. Yet, we are still playing in the same era in terms of canon, as if everything around us didn't age.
sleyvas Posted - 14 Mar 2013 : 13:05:45
quote:
Originally posted by sleyvas

My answer to you would strongly depend on WHERE you're running your campaign in the realms. For instance, if I were to run an Old Empires based game, I'd like it to be pre-ToT while the gods are still bound to their earthly manifestations. If I were to run a game in Thay, it'd be leading into the ToT and/or just following it, with the party playing through the salamander war (alternatively, I've always wanted to run a campaign around the founding of Thay). If I were to run a game in Damara, it'd be during the rise of Zhengyi with the party working behind the scenes to help out while they also hear stories of a group in bloodstone pass and then leading into helping found the new kingdom of Damara after Zhengyi's fall. If it were a campaign in Tethyr, it'd be during the dark days that the king was overthrown (or just following).



Actually, thinking about it more, the Tethyrian campaign I'd be interested in would probably start about 2 years before the dark days.... let them get familiar with the existing government, then tear it apart in front of them. Then I'd have them escorting Lhaeo off to Shadowdale.
Jeremy Grenemyer Posted - 14 Mar 2013 : 05:46:39
My favorite time period (and location) would by Cormyr, just after the death of Azoun the IV, with the characters based in Arabel or Suzail, because you are right in the heart of a kingdom recovering from war, there are brigands, monsters, outlanders and dastardly/selfish nobles on the loose and you have a couple major cities, two forests and as many mountain ranges right nearby to play in.

Everything is reasonably close together and there's enough civilization around so low level parties can get their feet wet without being totally in the middle of nowhere.

Best of luck to you!
sleyvas Posted - 13 Mar 2013 : 23:09:14
My answer to you would strongly depend on WHERE you're running your campaign in the realms. For instance, if I were to run an Old Empires based game, I'd like it to be pre-ToT while the gods are still bound to their earthly manifestations. If I were to run a game in Thay, it'd be leading into the ToT and/or just following it, with the party playing through the salamander war (alternatively, I've always wanted to run a campaign around the founding of Thay). If I were to run a game in Damara, it'd be during the rise of Zhengyi with the party working behind the scenes to help out while they also hear stories of a group in bloodstone pass and then leading into helping found the new kingdom of Damara after Zhengyi's fall. If it were a campaign in Tethyr, it'd be during the dark days that the king was overthrown (or just following).
Andrekan Posted - 08 Mar 2013 : 02:16:55
I'm actually running 3e in 1480's taking and using anything I want as the build up of the Sundering and Ancient Prophecy's are coming about to a new era. I think we as players and DM's can assume many forces are at work during a time of great change.

That said, I would not use the years of Time of Troubles unless it is important to your game having Divine Classes with no ability granted by their Deity. Spellplague...not all wizards lost their marbles or power but it seemed a bit chaotic as never knowing if spells will actually work and drive the wizard mad in the casting. Hells, that might even be fun for players and DM's too!

Make your game (or concept) and then find a place to anchor it adding details and events that fit what you need most for 'your' game! The setting should add color and lend some ideas in the creation but don't let it be a crutch or cripple your ideas of what your game will be.
Dalor Darden Posted - 07 Mar 2013 : 23:32:42
I like games before the Time of Troubles...though I like history of before then pulled from sources created after 1e a great deal too.

I'm not against any particular set of rules...I simply favor 1e rules and the Old Grey Box because that is where my wonderment of the Forgotten Realms came from.

Having a character that could cast Teleport was HUGE at one time, it created wonder and adventure all of its own when the world was "smaller and more mysterious" to me.
Delwa Posted - 07 Mar 2013 : 22:01:51
With Wooly and Hawkins here, though I'd like to play (not run) in the Golden Age of Netheril.
Seravin Posted - 07 Mar 2013 : 20:01:30
Pre-1358 for sure. Love that era before the Avatars fell. Bane, Myrkul and Bhaal.
Pineapple Posted - 07 Mar 2013 : 19:34:09
quote:
Originally posted by Kris the Grey

I'd agree with Wooly and Hawkins generally, and say that the 'Golden Age' of Realms materials is post-Avatar and pre-Spellplague. I'm a 2E fan, so if I were going 2E I'd start around 1365 and run from then until 3E starts in mid 1372. You'd never hurt for a month by month summary of canon events, Lol.

You did mention that you wanted to run under 3.5 though, so if you want to just use those pure rules and the canon designed for them, you might consider starting your campaign on Shieldmeet 1372 (the official 'go' date for 3E) and running through 1375/1376 or so. If you did that, you'd have all the game manuals and novel series released in that span to use as your canon background. There is some really meaty stuff in there (Shades, War of the Spider Queen, Rage of Dragons, Year of Lightning Storms, etc) that should give you tons and tons of play. Check out the Realms wiki for a year by year summary of events (or ask around here).

As to locations, I might suggest the North around Silverymoon or Waterdeep (classics I know, but they are classics for a reason). You can use the 3.5E Waterdeep sourcebook or the 3E Silver Marches (or both) to get you started.

Walk in the footsteps of Tymora!


Personally I don't mind using the 3.5 rules in an earlier time period. I hope that's not heresy. It's just easier with the varied experience level of the group to stick to a ruleset that everyone has used before, but I don't feel obligated to start in 1372.

And yeah, classics are classics for a reason, I'll probably have them at least visit Waterdeep at some point even if it's not their home base.

I think the idea of flipping through the wiki about the different years makes sense.
Markustay Posted - 07 Mar 2013 : 19:20:53
My very first FR campaign, if I can even call it that (more like a series of disjointed adventures which were really GH modules) was probably set around the time of the 2e box, since that was what I was running out of (what little of the Realms flavor I was actually bothering to use).

My next campaign was set in the late 1400's - I was doing an 'FR meets the old west' thing, but it flopped (only ran about 3 sessions or so). It was at least 15 years ago so it had absolutely nothing to do with the Spellplague (and took place in Anchorome). The next two - one about 7 years ago and the other current - were set in the 1370's.

So except for that weird one that didn't last, all of my gaming has been in the 1e/2e/3e era. Although to be honest, my current campaign is such a hodgepodge of settings and time periods it shouldn't even count (I use the material from whatever era I find the most interesting).
Kris the Grey Posted - 07 Mar 2013 : 18:21:41
I'd agree with Wooly and Hawkins generally, and say that the 'Golden Age' of Realms materials is post-Avatar and pre-Spellplague. I'm a 2E fan, so if I were going 2E I'd start around 1365 and run from then until 3E starts in mid 1372. You'd never hurt for a month by month summary of canon events, Lol.

You did mention that you wanted to run under 3.5 though, so if you want to just use those pure rules and the canon designed for them, you might consider starting your campaign on Shieldmeet 1372 (the official 'go' date for 3E) and running through 1375/1376 or so. If you did that, you'd have all the game manuals and novel series released in that span to use as your canon background. There is some really meaty stuff in there (Shades, War of the Spider Queen, Rage of Dragons, Year of Lightning Storms, etc) that should give you tons and tons of play. Check out the Realms wiki for a year by year summary of events (or ask around here).

As to locations, I might suggest the North around Silverymoon or Waterdeep (classics I know, but they are classics for a reason). You can use the 3.5E Waterdeep sourcebook or the 3E Silver Marches (or both) to get you started.

Walk in the footsteps of Tymora!
Hawkins Posted - 07 Mar 2013 : 17:52:33
I would say anywhere post-Avatar Crisis and pre-Spellplague.
Pineapple Posted - 07 Mar 2013 : 17:02:02
Ok, thanks for your input.

I forgot to mention I have a copy of the 3E FRCS and I have the AD&D 2E Forgotten Realms Adventures on the way from eBay. I also have the 2E box set and Volo's Guide to the North.

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