Showing posts with label Ed Greenwood. Show all posts
Showing posts with label Ed Greenwood. Show all posts

Tuesday, June 19, 2012

Forgotten Realms Personalities - what levels are they again?

Everyone knows about Elminster, right? Lot of people have also heard of some dark skinned elf with some feline companion from some kind of novel or three, right? Mary Sue, anyone?

So everyone knows that there are multiple high level personalities in the Forgotten Realms. Many of us feel that those long lists of people in the setting books are slightly intimidating. Is there any space for the stories of my character?

I decided to sum the level of the named personalities in the grey box for Forgotten Realms, FR1 Waterdeep and FR5 The Savage Frontier (all for 1st ed. AD&D) and see what the average level is of them. It might give you a hint of what might be the best books to use, and if FR is a place for your heroes to make their mark. The results are interesting.
Grey Box - 9
Waterdeep - 6.5
Savage Frontier - 13.333
What do you say about that? Considering the box is detailing a significant part of a whole continent, it's not surprising to have a few level 26 individuals in there. But, the average lands right in the sweet spot for "name level", which kind of makes sense if these are the people who are significant enough to stand out. They have begun to make their mark in the world, which with player characters happens at "name level". Maybe FR is not so filled with demigods after all?

Lets then look at the metropolis, Waterdeep. Considering this is the most densely populated place in the realms, you would imagine this is a place you are quite likely to find those big wigs.  Interestingly, there are some character in the upper teens, but not as many as I expected. The movers and shakers are described in vague terms, and the so called "Lords of Waterdeep" are actually secret, which makes it easy to slip in a player character or two in there.

Then, finally, we have Paul Jaquays. While I have a healthy amount of respect for the man as a dungeon designer, I think I know where I don't like his world building. In the Savage Frontier we have him fleshing out the wilds around Waterdeep and he adds a few high level personalities. By adding in his marvellous The Enchanted Wood adventure material for DragonQuest (which I happen to have an extra copy of, if anyone is interested), he manages to up the epic feel quite a bit. I remember someone posted that they felt FR5 was a bit much, when a section about random events mentioned two flying castles with dragons crawling over them passing overhead, locked in a wizardly duel. I think I agree. This book adds way to much. In my FR I think I will pass on it, however much I like Jaquays' dungeons.

I don't have many more of the earliest FR books for 1st ed. Since Ed Greenwood wrote the one on the Red Wizards, and they are all over the Grey Box as the big evil force, I feel tempted to to a similar analysis of that one. I have Moonshae, but it feels a bit separated from the rest of the world.

So, while it seems like the reputation FR has of a myriad of high powered NPCs is not totally unfounded, I think it is not found in all the sources. Personally I can't stand game novels, and I have stayed away from most of the 2nd ed. source books as well, since most of those are written after the novels started to flow out of TSR. If those are ignored, and some source books are screened, I think there are space left in the Forgotten Realms for your heroes.

A campaign which uses the Grey Box as a basis, adds Waterdeep and takes that Old West feel, might be a "Greenwood-ian" realms, and one wherein your adventures might not only fit, but also make an impact on the world. That's how I would run it.

Thursday, May 3, 2012

Old School Forgotten Realms

I have been reading the grey box Forgotten Realms lately. Yesterday I also took out the first supplement, Waterdeep. Apart from some very interesting art in that book, I suddenly realized that these books differed to some extent from other old school gaming books.

In the FR cyclopedia of the realms, you get a sketchy view of many kingdoms and different landmarks like bridges and villages. There are many opportunities for adventure and I felt like I wanted to start a campaign there. But, there was that other chapter that felt different. There's in both the cyclopedia and the Waterdeep book a long, really long, list of personalities of realm.

In the cyclopedia, there are some personalities that are of a different class, namely the Powers. I think this is interesting, for Ed Greenwood does not call them gods, but Powers. That and the list of NPCs makes me thing that the powers are just heroes of old that have ascended. You get the distinct idea that adventuring in the realms you will interact with many of all these personalities mentioned, god or mortals. Is this a peculiarity of the Forgotten Realms?

Thinking back on other distinctly old school game books, I don't think there as are many NPCs listed there. I remember thinking a way back that a dungeon, whatever it was I was reading that day, felt kind of empty, since there was no named personalities in it.

I know some people dislike FR, and anything touched by Ed Greenwood. To many it makes them think of Elminster, the deus ex machina, or heavy handed "story" based game mastering. Even though Ed is not to blame for those practices, it feels like his FR is slightly more about people than monsters. Even though I love the explorative part of the game, and some good exhilarating fights with foul beasts, I can't but help feeling a lot of sympathy for a game where there are heroes and personalities around. It kind of makes the world feel like a real place. Someone lives there, and are doing heroic deeds.

Maybe this subtle flavour difference of the Forgotten Realms it just my imagination, but I'm wondering how important interaction with named personalities is to my and other peoples expectation of fun. Anyhow, if you are having fun, you are doing it right. Right?

Wednesday, September 23, 2009

A new way of looking at combat adds

Over at the Trollbridge, the very creative mind known as "Toad-Killer-Dog" put forth his suggestion on how to use different attributes to calculate combat adds for your T&T characters. I've seen many suggestions how to do this, many of them interesting, but none that so sharply went for the kill and just formulated the way to make the Types special.

This was his suggestion:

What if Warriors get to choose three attributes for combat adds.
Rogues get one attribute plus Luck for combat adds.
Wizards Luck alone for combat adds.

I really like this suggestion! In many fantasy rpgs the fighting man fades into obscurity as the mighty spell slingers aproach godhood. In 3rd ed D&D it's a common complaint that the Fighter is the less interesting combat character to play. That problem is usually solved with more feats and just more stuff. With T&T my canine friend have solved that problem far more elegant. I can see even now how much role playing potential there are in those attributes choosen by the players. Imagine the difference between a Rogue with LK & DX and LK & CHA.

Yes, I'm an old schooler that belives in role playing, like Ed Greenwood, not just moving pieces around on a board. Live with it. 
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.