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 [2e] Ruins of Myth Drannor: story opportunities?
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Azar
Senior Scribe

771 Posts

Posted - 23 Jun 2022 :  05:01:21  Show Profile Send Azar a Private Message  Reply with Quote  Delete Topic
Good evening.

While I was scooping up vintage FR material, I was fortunate enough to stumble across Ruins of Myth Drannor; the fact that I forgot about a classic (some may even say "staple") locale, especially one primarily elven-themed, is almost a crime. Now, from what little I've gathered, the AD&D 2e Ruins of Myth Drannor box set hews closer to the model of Ruins of Undermountain in that it is all (or at least mostly) about the rush of looting the ruins and then escaping in short order (in place of a fairly deep story?). Is this appraisal inaccurate? Are there there ways to enhance the presence of roleplaying that ties into a broader narrative? Is Myth Drannor ultimately a culmination/denouement of a wider campaign...or can it be a focal point?

Stand with anybody that stands right. Stand with him while he is right and part with him when he goes wrong.

Earth names in the Realms are more common than you may think.

Wooly Rupert
Master of Mischief
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36047 Posts

Posted - 23 Jun 2022 :  05:26:25  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I wouldn't say it's about the rush of looting the ruins or anything like that (especially since it's not presented as a dungeon). A lot of 2E source material was designed to give the DM options, not to be a prepared adventure.

So Myth Drannor can be a focal point, or the end of a wider campaign. It could also be the start of a wider campaign, or a side-quest.

The whole idea is that you decide what you're going to do with it, and you make it as prominent as you need it to be.

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Azar
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771 Posts

Posted - 24 Jun 2022 :  00:13:32  Show Profile Send Azar a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Myth Drannor can be a focal point, or the end of a wider campaign. It could also be the start of a wider campaign, or a side-quest.



To those ends, was there ever any element...hell, any random tidbit...that leaped out at you?

Stand with anybody that stands right. Stand with him while he is right and part with him when he goes wrong.

Earth names in the Realms are more common than you may think.
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Wooly Rupert
Master of Mischief
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USA
36047 Posts

Posted - 24 Jun 2022 :  03:50:56  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Azar

quote:
Originally posted by Wooly Rupert

Myth Drannor can be a focal point, or the end of a wider campaign. It could also be the start of a wider campaign, or a side-quest.



To those ends, was there ever any element...hell, any random tidbit...that leaped out at you?



Druuth Daern, baelnorns, phaerimm, abishai, the twisted magical effects, the nearby Dawnspire, some of the NPCs like the guy on the flying disk critter or the Company of the Catlash... You've got ruins that can hold all sorts of magical knowledge and goodies, all sorts of groups and individuals with their own interests, and it's all in a place that is as much a symbol as a city.

There's a dracolich nearby, the Knights of Myth Drannor, other adventuring groups, wizards aplenty, Zhents, fiends, a connection to Undermountain, portals to all sorts of locales... Oh, and the blue glowing moss, that was a particularly nifty bit.

This is all stuff I'm recalling off the top of my head. That boxed set, to me, is pure, untapped potential. It's like Legos: sure, you can follow the instructions someone else writes for you -- or you can just grab the bits you like, put them together, and come up with your own unique creation.

I personally think Myth Drannor was another of the greatest missed opportunities of the Realms. If it had been up to me, the Last Mythal Trilogy would have ended with only a small area of Myth Drannor -- maybe a few blocks, at most -- rendered safe. And that area would have acted as a base camp for excursions into the rest of the city, either clearing out areas, looking for particular things, or helping rebuild and expand the safe area. There were years of potential roleplaying opportunities, there, unceremoniously chucked out the window.

I wish the current design team would understand that part of the point of a published RPG setting isn't just to have a place for a few published adventures -- it's a place where you invite players and DMs into a wide-open playground and help them tell whatever stories they want to come up with. That's the kind of product Ruins of Myth Drannor is: a place for DMs and PCs to create their own stories.

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GRYPHON
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USA
525 Posts

Posted - 24 Jun 2022 :  18:10:57  Show Profile Send GRYPHON a Private Message  Reply with Quote
How very strange...I am about to run a new campaign and RoMD is where they are going start. Fate?

I agree that it has a wealth of potential to mine when you just run with it and the PCs decisions.
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