Author |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 26 Jul 2012 : 04:27:11
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I should add that in my ideal world, there is also a gods-specific lorebook which is 95% lore, only 5% crunch (as in, there are the favored weapons and domains).
Picture Powers and Pantheons without all those statblocks or prestige classes etc--just lore all the time, from gods' dogmas to their histories to their worship ceremonies to what it means to be a follower of that god. Each deity gets 2 of the 150 pages, meaning we cover around 75 deities.
Oh, and art. GREAT art. 
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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sfdragon
Great Reader
    
2285 Posts |
Posted - 26 Jul 2012 : 05:47:48
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I would like to second that on the god specific lorbook, providing that its FR specific and it lists all of them( well the living ones anyway) and does NOT stat them out directly and only stats out tehir avatars.
and the art from the 2e FR deities would actually work too, sure the 5e version wouldnt have to be black and white like the 2e was, but it could be color group shots. |
why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power
My FR fan fiction Magister's GAmbit http://steelfiredragon.deviantart.com/gallery/33539234 |
Edited by - sfdragon on 26 Jul 2012 05:48:07 |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 26 Jul 2012 : 06:43:56
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Yes, SFD. I'm talking a Realms-specific deities book. Though there's no reason you can't take some of it and funnel it into a homebrew game elsewhere.
And I don't even want to see stats on avatars. I want to see a very basic set of stats, like "Mask (avatar rogue 20 / wizard 18 / cleric 16)" and leave it at that. If DMs want to build statblocks, that's fine. Statblocks should always be custom built for an individual game anyway, or at least malleable--easily scaled to match a higher or lower level party than the product they appear in is built for.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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sfdragon
Great Reader
    
2285 Posts |
Posted - 26 Jul 2012 : 14:48:33
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okay..... yeah I could do that. drop the stats to the class line for them.
we'll still get the avatar description right?? |
why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power
My FR fan fiction Magister's GAmbit http://steelfiredragon.deviantart.com/gallery/33539234 |
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Dalmar Amad
Seeker

Germany
56 Posts |
Posted - 26 Jul 2012 : 20:12:56
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Hello,
I would love to see loads of material on Sunset Vale and the nearby cities Scornubel, Berdusk, Iraeboar and Hill's Edge as well as Darkhold or the Western Heartlands in general.
I'm most interested in the time prior and after The Battle of the Bones and also would love to know more about the time between 1330 and 1375; its politics, caravan trade, mercenary companies etc. |
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Mumadar Ibn Huzal
Master of Realmslore
   
1338 Posts |
Posted - 26 Jul 2012 : 20:30:12
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quote: Originally posted by Erik Scott de Bie
I should add that in my ideal world, there is also a gods-specific lorebook which is 95% lore, only 5% crunch (as in, there are the favored weapons and domains).
Picture Powers and Pantheons without all those statblocks or prestige classes etc--just lore all the time, from gods' dogmas to their histories to their worship ceremonies to what it means to be a follower of that god. Each deity gets 2 of the 150 pages, meaning we cover around 75 deities.
Oh, and art. GREAT art. 
Cheers
I'd say take the 2e sources Faiths & Avatars, Powers & Pantheons and Demihuman Deities without the stat blocks. These tomes still provide me with the most info on the gods of the Realms - and a lot of little plot hooks and other lore gems. The 3e book wasn't quite as useful and detailed IMO. (though it's still a good book) |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 27 Jul 2012 : 17:33:26
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That's sort of what I was thinking Mumadar.
Let me reiterate: time periods are meant to be suggestions, not shackles. You can take the module of a time period and use it whenever you want.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 27 Jul 2012 : 19:39:28
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Okay, now you just put weird thoughts in my head, that are so scarey I'm afraid to say them, because someone might not think I'm being sarcastic and think its a great idea.
Web Enhancements for each separate time period, but you can choose only one period, after which time all future downloads by you for each sourcebook will only be for the one era. If you want to see info for other time periods, you would have to re-purchase the original product. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 27 Jul 2012 19:40:02 |
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Irennan
Great Reader
    
Italy
3811 Posts |
Posted - 27 Jul 2012 : 19:46:51
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^ Why on Earth did you say that? WHY?! You've just doomed us all... |
Mathematics is the art of giving the same name to different things. |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 27 Jul 2012 : 19:58:28
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I do think web enhancements for different eras would be cool. Also, though, products should line up with old products from different editions. You could play a gray box game with the actual ogb if you want, etc.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 27 Jul 2012 : 20:02:24
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LOL - well Eric is the one who said "shackled to one era" (or something close), and I was like "how would they even do that?" Then I realized we actually could get shackled, if they decided to be greedy. I've seen similar things done to VG franchises (the once excellent Heroes of Might & Magic jumps to mind) - sell your customers a product incrementally. Now that I think about it - haven't they been doing that for years with the rules?
We could wind-up paying for our FR lore 'by the year'. 
(and yes, I am being sarcastic, so I hope no-one is taking any of these very, VERY bad ideas seriously).
EDIT: Eric responded before I hit 'post' - Of course I think enhancements for each period would be great, otherwise I don't see how we would get enough info on any one particular era to run a decent campaign. So much would get cut for space, and then we'd have 'lore light' all over again.
However, in the past, we have gotten those 'cutting room floor' bits in WE's, which is why I think that would be the perfect way to detail each specific era. The books should give an over-all feel, and include things that don't change; for instance, most demi-humans can remain constant, and obviously maps and geography shouldn't change all that much (depending on how wide a time-span we are talking here). |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 27 Jul 2012 20:07:36 |
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ericlboyd
Forgotten Realms Designer
    
USA
2089 Posts |
Posted - 27 Jul 2012 : 20:32:28
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quote: Originally posted by Erik Scott de Bie
Oh, I don't know how much of the blame should be laid on the novels. Look at the 3.5 Faiths and Pantheons book, which was extremely heavy on giving ACTUAL STATBLOCKS to deities. All respect to the authors (because that's a great book and one of my favorites), but I think the implication there (that deities should be active combatants in your campaign) misses the mark.
Just because they are in there doesn't mean the author didn't argue against them ... ;-)
Personally, I would have loved (in the 2e books and the 3e book) to do no stats at all or do the stats/description for an sample 7th level cleric.
--Eric |
-- http://www.ericlboyd.com/dnd/ |
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ericlboyd
Forgotten Realms Designer
    
USA
2089 Posts |
Posted - 27 Jul 2012 : 20:41:07
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Personally, I think we've had enough of the gods of the Realms.
In its place, I would love to see a product called "Churches and Cults of the Realms". It would be entirely focused on the mortal aspects and doings of faith-based groups, in a fashion similar to Cloak & Dagger. The associated god, who might or might not actually "exist" would almost be besides the point. Yeah, sure being a member of the group gets you powers and allows you to claim a divine mandate, but the church/cult is still basically another grasping, thieving, conniving power group out to claim its fair share, just like every other organization in the Realms.
--Eric |
-- http://www.ericlboyd.com/dnd/ |
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Mumadar Ibn Huzal
Master of Realmslore
   
1338 Posts |
Posted - 27 Jul 2012 : 20:51:33
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Hmm... what if the Forgotten Realms would be completely separated from the rules... and only be a setting supported by novels set in various time periods, sourcebooks on a region or specific topic... all devoid of rules, FLUFF only. WotC would keep the rights on the settings, characters etc., but could license these out to other companies for use with their game rules (these products would be CRUNCH heavy 80-90%). With FR being so popular, it could very well be interesting for a company like Paizo to publish Pathfinder products set in the Realms, but other game systems could work just as well... WARHAMMER, Vampire, etc...
With FLUFF only products, the Realms could grow to resemble Ed's original world again, which was (as far as I understood) rules light/devoid at its conception...
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Edited by - Mumadar Ibn Huzal on 27 Jul 2012 20:51:49 |
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Caolin
Senior Scribe
  
769 Posts |
Posted - 27 Jul 2012 : 20:52:27
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quote: Originally posted by ericlboyd
Personally, I think we've had enough of the gods of the Realms.
In its place, I would love to see a product called "Churches and Cults of the Realms". It would be entirely focused on the mortal aspects and doings of faith-based groups, in a fashion similar to Cloak & Dagger. The associated god, who might or might not actually "exist" would almost be besides the point. Yeah, sure being a member of the group gets you powers and allows you to claim a divine mandate, but the church/cult is still basically another grasping, thieving, conniving power group out to claim its fair share, just like every other organization in the Realms.
--Eric
I love this idea. Personally, some of my favorite moments in the novels are when we get to see the inner workings of a church. It is an area rarely visited in the novels. |
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Dalor Darden
Great Reader
    
USA
4211 Posts |
Posted - 27 Jul 2012 : 22:47:10
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quote: Originally posted by Mumadar Ibn Huzal
Hmm... what if the Forgotten Realms would be completely separated from the rules... and only be a setting supported by novels set in various time periods, sourcebooks on a region or specific topic... all devoid of rules, FLUFF only. WotC would keep the rights on the settings, characters etc., but could license these out to other companies for use with their game rules (these products would be CRUNCH heavy 80-90%). With FR being so popular, it could very well be interesting for a company like Paizo to publish Pathfinder products set in the Realms, but other game systems could work just as well... WARHAMMER, Vampire, etc...
With FLUFF only products, the Realms could grow to resemble Ed's original world again, which was (as far as I understood) rules light/devoid at its conception...
I like this idea...the only catch being that if there were no "mechanics" behind the various sorts of magic in a setting; then authors might have wildly different powers for wizards, clerics, dragons and etc. |
The Old Grey Box and AD&D for me! |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 27 Jul 2012 : 23:06:08
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quote: Originally posted by ericlboyd
Personally, I think we've had enough of the gods of the Realms.
In its place, I would love to see a product called "Churches and Cults of the Realms". It would be entirely focused on the mortal aspects and doings of faith-based groups, in a fashion similar to Cloak & Dagger. The associated god, who might or might not actually "exist" would almost be besides the point. Yeah, sure being a member of the group gets you powers and allows you to claim a divine mandate, but the church/cult is still basically another grasping, thieving, conniving power group out to claim its fair share, just like every other organization in the Realms.
--Eric
THIS
Awhile back I had planned to do a series (here) detailing the day-to-day workings of the FR religions. You know - what productive services they actually offer the communities they are in (because like any other 'business', religion is all about pulling in the customers).
For instances, in most communities there is at least one clergyman (layman or priest) of the god of death (whomever he may happen to be at the time). This individual would still have a 'day job' in most smaller settlements, but he would have a room in his home dedicated to the god of death, and that room would double for funnery services. This person would make all the arrangements with the family, just as a modern-day funeral director would.
Another example - priests (and laypersons) of Oghma and Denier would provide schooling in rural communities. Tiny settlements would not have anything approaching a 'school house', but they would have a learned individual to teach folks 'their letters', if they were so inclined to learn. this person would have a room in their home - an alter to those deities - which would also double as a classroom when needed.
We need to move away from the notion that people in Faerun have ONE GOD EACH - everyone prays to all of them, depending upon the situation, and their are multiple cases of people even being priests of more then one deity (the priests of the Adama being the most extreme example). Yes, you do have your fanatical cultists - even in the 'good' religions - but those are exceptions, not the rule. Not all followers of Cyric need be 'Cyricists'. I am sure there are plenty of ne'er-do-wells that pay lip service to Cyric, Bane, Shar, Loviatar, and even 'dead' gods like Leira and Myrkul. Why would someone dishonest be 'honest' about whom they serve?
Very few people in the Realms focus on a single deity - its time we start showing what the real, day-to-day things religions do. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 27 Jul 2012 23:08:45 |
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Andrekan
Seeker

65 Posts |
Posted - 27 Jul 2012 : 23:51:17
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"Day to Day Things" makes me think of that Bard, Volo. Yes, I agree Gods do have there day to day effects and affects upon the Realms, but there should be some general references about cities, government, economy, daily life, rumors, ruins, power groups, races, places of interest.
I am most certainly sure there are some Realms adventures out there which might keep a business running in one local area or farmers farming in another. Perhaps, there are lost relics from ancient days or writings on High Magic, safely protected from all the rabble and drama of the Gods. Perhaps someone needs a setting that has great history, intrigues, customs, weather, and terrain that fits the idea of the type that matches that DM's vision for their players. These things grow into and make the Gods struggle for attention. Populations have needs and they are where the characters grow into legends.
Here again of course, I am always curious when someone else is DMing a setting that I have run several times over 15 years with different rulers and laws (and editions); if I am a player in their game what we are about to see. Yes, their idea was different than how I knew canon was but this is where I wonder if they have any idea what has been in that area. (This is why I try to play a Lore enriched character who seeks out historical facts during the game or watching for evidence of what might have been, Oghma help me!
This is why it is important to remember daily life in the Realms does have many intrigues and power groups and greedy/honorable Lords. Where are the Bards who are not paid off who make Sage like observations? This is also a place called Forgotten Realms where how was it put "Dozens of Nations, hundreds of city-states, and countless tribes, villages and settlements dot its expanse. Dragons, giants, blackhearted villains, demons, savage hordes, and unimaginable abominations lurk in horrible dungeons, endless caverns, ruined cities, and vast wild places of the world, thirsting for the blood of heroes." Yeah, that is what it needs. Plotted out infrastructures that are flexible . where histories might be forgotten, yet the truth still remains. |
"Those two talk only of drink, riches, women, brawling, and magic, so ye've a one in five chance..." Quote from "Elminster in Hell" |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Jul 2012 : 03:09:54
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Two things:
1) I don't think FR really needs to be deeply steeped in any mechanical system. Obviously, it has grown and flourished as a DnD setting, but you can and should be able to play the Realms with any game system, be it GURPS, Pathfinder, Vampure, whatever. I would prefer to see sourcebooks going forward that are largely if not entirely divested of mechanics. Web enhancements and published adventures can provide all the mechanics you'll need, and outsourcing to the forum boards for mechanical takes on particular characters or adventures should be encouraged. The r&d folks at WotC should be designing dnd, not the Realms. You as a player should be free and encouraged to use whatever mechanics you want, be they dnd of any edition or some other game. Realms books should not exclude anyone ecause "I don't play that edition."
2) Like Eric, I think we should be designing more in the mind of faith-based organizations--tell me about the mortal woshipers, not the gods.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
Edited by - Erik Scott de Bie on 30 Jul 2012 03:10:41 |
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Dalor Darden
Great Reader
    
USA
4211 Posts |
Posted - 30 Jul 2012 : 03:53:49
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I don't think the Realms should be attached to any mechanics system either...but there should be a consistent idea of what wizards can do in a world...or clerics or dragons and etc.
What suggestions could we use for keeping things "realistic" in the Forgotten Realms? |
The Old Grey Box and AD&D for me! |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Jul 2012 : 09:08:57
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I think that's more an issue for the novelists, who are supposed to present a consistent world, wherein the characters are (roughly) comparable. Since we currently manage that without tying any novelist really tight to a game system (one is encouraged to keep the current system in mind, but the story is what's important), we're probably good.
And in order to give a sense of power level in the sourcebooks, I suggest the simple and elegant solution given us by 2e products: a single line that says *race gender class level*, which you apply to whatever system you're running. Web enhancements and official adventures will be fully designed to the appropriate system/edition.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 30 Jul 2012 : 17:50:40
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Actually, Eric, the past couple of weeks I have been re-reading a lot of the old sources (doing map stuff), and I am noticing - at least in most adventure modules - that quite often there is a section where it tells you to knock off a few levels or add some (scaling) - whatever is appropriate for your game.
To me, it reads like "this is about how powerful he/she/it is in the official Realms, but it is as powerful (or weak) as it needs to be in your campaign."
So here's my thinking - maybe people are just stupid (yes, I just called everyone stupid). Of course we were supposed to be doing this in 3e (and I am assume 4e), BUT for some strange reason, once 'they' (that powers that be) stopped telling us to do these things, a lot of folks felt almost as if they felt they "weren't allowed" to do it. Stupid, I know.
This applies to other things as well, not just power levels. The manner in which the lore was written allowed DMs to bend and twist it anyway they could - not much was really 'set in stone'. In some places, even the history was left rather vague and 'uncorroborated' (good for DM tweaking).
And in stuff Ed wrote specifically, he says "its your world, have fun with it, change what you like and make it your own" (read the intro to Five Shires, IIRC). I guess folks just need to be told that; when they stopped putting that in the books (in 3e), people started getting that 'shackled' feeling.
@5e: "Oh, let my people go!"  |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 30 Jul 2012 17:52:49 |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Jul 2012 : 22:37:31
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I do think the gamer should be empowered by spelling it out that you are not only free but ENCOURAGED to scale/tweek things. That needs to go on page 1. 
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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idilippy
Senior Scribe
  
USA
417 Posts |
Posted - 30 Jul 2012 : 23:38:46
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I think that it's partially a matter of the powers not telling us explicitly to make changes for our campaign, but I think the massive and often complicated stat blocks for characters presented in 3e sources also contributed to the idea that these were set in stone facts of the setting which were not to be changed. When people are presented with 2 pages of stats for something it's hard to not use those stats. Especially when strapped for time or new to the game and worried that by not having everything "official" they'll run into problems.
I do like the 2e method of presenting NPCs as just race, class, level, and gender too in general, but that's mostly because I have enough pregenerated statblocks made or found on the internet that I can toss something together in a couple of seconds. If I didn't have that ready, it'd be a lot of work to turn that into something usable, and many people either don't have the time or aren't willing to spend the time they have to do that for everything. Still, I agree that it would be an elegant solution to move towards a rules-neutral series of setting books. |
Edited by - idilippy on 30 Jul 2012 23:43:19 |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 31 Jul 2012 : 00:11:38
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Indeed. And I think between R&D, the forum boards (particularly Character Optimization), and internet searches, we can probably get loads of stats to fit anything we need. Here's hoping that 5e provides a system wherein monsters are easy to design and build, and a one-line (alignment race gender class level) and some description gives you plenty of material to work with.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Eilserus
Master of Realmslore
   
USA
1446 Posts |
Posted - 31 Jul 2012 : 03:28:51
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quote: Originally posted by Erik Scott de Bie
Indeed. And I think between R&D, the forum boards (particularly Character Optimization), and internet searches, we can probably get loads of stats to fit anything we need. Here's hoping that 5e provides a system wherein monsters are easy to design and build, and a one-line (alignment race gender class level) and some description gives you plenty of material to work with.
Cheers
Stat'ing out NPC's much like was done with the Volo's guides in the back would be a great way of doing this as a one line description with some history of the person/thing in question. I do remember that one of my biggest disappointments with 3E era stuff was half of the various books were dedicated to mechanics. I have no problem seeing a few new spells, magic items and NPC's, but if it's a 160 page book, I'd like 150 of them to be about the area its detailing and the last 10 or 20 pages to hold the items above. I think 2E did great with handling this type of info. |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 31 Jul 2012 : 06:45:29
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Using fan-based stats could work - lord knows there are enough crunch-monkeys around that do that sort of thing all the time (thats not an insult - they serve the community, same as guys who make maps).
On the other hand - and I can only recall seeing this once (Lords of Darkness?) - multiple stats for different versions of the same NPC.
And, of course, thats precisely the kind of stuff that should go in a Web Enhancement. The internet is a great tool - the new source-books can theoretically have unlimited pages that way (on-going updates to each product).
If we had, lets say, Szass Tam in three different iterations, that means we not only have three different Szass Tams from different time periods, but we could easily just fudge things and use the version we need in another time period (if our PCs are too powerful/weak for the 'current' version).
I think, moving forward, scaling is going to be key. In the past most official adventures were designed to be used by a select slice of the gamer pie, but if they could make it so that people of all levels can still enjoy the same dungeon, that would be pretty damn sweet. They could even do a column A/B/C type of thing for things like savings throws and skill checks (because EVERYTHING should scale, not just the baddies).
In theory, that could even work towards another of their stated goals - that people of different levels (and even different edition rules) could all play together. A party walks into a room and starts battling skeletons. The level five fighter is taking on some column-A type I skeletons, and the level 10 Priest is turning some special type II's (like wights or something), and the level 15 Mage is fighting the Crypt thing (or Animus, or weak lich or Vamp, etc). Whats in the room should depend upon who walks into the room. It could be done, its just gonna take some work.
This is where late 3e/4e rules/monsters work well - you can scale them better, because there are tougher versions you can use (which does indeed make it more like a VG, but it isn't really that bad, if the DM can make them shine as individuals, instead of treating them like stat-blocks). |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 31 Jul 2012 06:45:59 |
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Jeremy Grenemyer
Great Reader
    
USA
2717 Posts |
Posted - 31 Jul 2012 : 07:18:30
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Erik, your primary purpose for this thread is to talk about ways to bring the Realms together.
While this is important, to me that future Realms products make the job of DMing as easy as possible. In my opinion the Realms has always been at its strongest when this idea was emphasized.
I think that Realms material produced under different editions has varied in terms of DM-usefulness. Based on my experience reading and using products from different editions, if all Realms products are to be rules-free or rules-light, this is just as bad as having Realms books filled with nothing but rules.
The Realms are best when the rules are blended into the source material. This includes, in some instances, full stats for monsters/spells/magic items/NCPs.
Some books ought to emphasize fluff over crunch (read: lore over rules) and vice versa, but on average one shouldn’t be minimized consistently, because that doesn’t help a DM.
Just my opinion. Not hoping to steer the conversation in this direction. |
Look for me and my content at EN World (user name: sanishiver). |
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Jeremy Grenemyer
Great Reader
    
USA
2717 Posts |
Posted - 31 Jul 2012 : 07:24:08
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What I am interested in talking about is in what ways new sourcebooks can be written so that the process of connecting the different eras of the Realms provides DMs with the best tools/inspiration/ideas/enthusiasm to run their games.
How does connecting the eras help DMs in ways that older sourcebooks (that have likely covered the same material) can't or don’t?
For example, instead of centering books around whole regions or the same nations and city states for the umpteenth time, what if instead they were centered around very old dungeons, detailing them from founding to the modern day?
Or instead of giving us a book on the Heartlands, what if WotC gave us a book called “The Heartlands Forests” that covered only the major woodlands found their and showed how some have thrived and others been destroyed?
Or maybe a book of ancient elven cities in that region—each detailed in its prime and as a ruin, along with plenty of listed adventuring opportunities—but one that also includes modern day Rhymanthiin?
When it comes to fixing things, is it necessary to have everything ‘fixed’ up front? Or is it better to ask for something like a “Lore Call” where fans are invited to weigh in on matters of lore contradictions and the like before a new book is released?
It’s late. I hope these questions make sense in terms of what you're trying to achieve. |
Look for me and my content at EN World (user name: sanishiver). |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 31 Jul 2012 : 18:25:13
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They have always needed a book just on the High Forest. Despite 25 years of lore, we still know very little about it.
The idea of books based on forests, mountain ranges, etc, intrigues me, but I think I would still prefer more focused (regional) sources. Books about the 'greater Realms' are great for us long-time fans, but I think a new DM would be off-put buying a book that covers places FAR from his current campaign.
Take MoM - that took a lot of criticism (it didn't really update the region), but it was a step in the right direction. I want a book that will keep my players busy for several months, without me having to shlep them all over Faerun. The book definitely needed more fluffy bits, though. I think the Neverwinter product was a good example of what could be done.
And I think we will see some examples of that in the weeks ahead.... |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 31 Jul 2012 18:26:05 |
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