All text below is
from Ed Greenwood, creator of the Forgotten Realms.
Taken from the Forgotten Realms mailing list
A few words on Myth Drannor
"Some folks on the list have been commenting on how TSR
'ruined' Myth Drannor by turning it into just another scheming anthill of intrigue, or how
the elves therein were 'just like humans.' In the original Realms campaign, Myth Drannor
was always supposed to be: the best harmony of the humans and demi-humans achieved thus
far (where the different races actually worked together on music, magic, etc.), but of
course 'remembered' (as nostalgia for what was lost) as better than it was.
It was always my point to show that decadence runs to the same follies in any race (i.e.
elven the same as human in this respect), and that
long-lived, intelligent, and sensitive elves are by their nature going to have long
memories---and perhaps feuds and grudges to outstrip those
fleeting-life humans, or more elves who play intrigues as a 'grand game' for mutual
amusement...with horrible results when proud and willful
individuals go too far.
Does that lessen its shining memory/beacon of hope for what can be achieved? I think not.
Sometimes I wish we could publish books upon books of paintings, pictures of sculptures,
sheet music, and so on, plus endless descriptions of dances and revels and witty evenings
of converse...and if anyone would like to support TSR to the tune of billions while all of
us game designers try to out-da Vinci real-world composers, inventors, and artists, I'll
lend my support :)
Let Myth Drannor be a glorious dream. It always has been, for me. Just remember the words
of either Khelben or Laeral: 'Behind every glorious dream lurk a lot of folk with drawn
daggers, suspicious minds, and a pronounced lack of sleep. They keep the dream aloft for
as long as they can, and often perish in its passing.' Go forth, if our efforts sadden
you, and build Myth Drannor anew.
Alustriel's trying it right now...
Oh, and one more thing:
I know this is old hat by now, but in the original Realms campaign (you're right, Dillon
Carr!) orc hordes almost all result from population
explosions...they sweep south raiding because their inside-mountain caverns and the
northern wastes (with reindeer, et al) can no longer
support the orcs trying to live there".
On magic in the Forgotten Realms
"Was *your* original FR campaign magic heavy with wizards
everywhere and enough magical items to trip over?"
">>>>Re. the original Realms campaign: yes, it is magic-heavy and
priesthood- (NOT god- ) heavy...because having so much power and variety out there that no
rules-memorizing player can possibly keep all of it straight (plus making sure that
fledgling PCs are small wheels, not earthshakers in an otherwise static landscape)
promotes roleplaying. Many of the details/nits that the list argues about don't matter a
whit to a roleplaying-over-rules campaign, which is what the 'home' Realms has always
(thanks to the maturity of my splendid players) has always been.<<<<<"