Skip to main content

The Charm of the Forgotten Realms

I don't remember much about my first games growing up when I was introduced to D&D.  The settings were always dungeons or crypts, and as the magic user, I was probably going to die.  I still loved it.  Magic missile was the coolest thing I had ever heard of.

As I grew older, my tastes broadened, but my awareness of setting didn't.  It was always some crypt, some dungeon, some thing in someplace that we had to defeat.  I started writing my own games, my own settings, and suddenly my world of Innsbruck came alive.  I ran the memory out on my Commodore 64 trying to program in a virtual GM to lead me on adventures.

For years, it was a dark age of gaming for me.  I had never seen a D&D book in a store.  I only knew a few friends that had the books and they wouldn't let me borrow them.  I wrote my own, recruited my nieces and nephews to play, and wrote computer programs so I could play.

Then one day my friend introduced me to Baldur's Gate.  The 2 CD set was incomplete, just and introduction, but still amazing.  Soon I found the follow-ons and Baldur's Gate 2 and Neverwinter Nights and II.  It was a decade long adventures in the Forgotten Realms.  By the end, I knew every city, every magistrate, every nook and cranny of those digital realms.  I had met Elminster, I had been put under a gaes by Halaster and I had saved the world a half a dozen times.  I learned the Realms.

The beauty of the Realms was that it was a place full of stories, in every setting, in every way imaginable, all intertwined the way the real world is.  You could walk down any given street and know that wonder and amazement was just there, waiting for you to take a peek.

I tried other things in college and thereafter -- Shadowrun, GURPS, RIFTs.  It felt like cheating.  It never grew again like that world before it.

In my second age of gaming, when my daughters became old enough, I taught them 3.5 and we explored the Realms once more.  Elminster made his appearance, Waterdeep was under attack, things were afoot in Chult.  It's been more than a decade since I rekindled that second spark into a full fledge addiction, having place dozens of Forgotten Realms resources on my shelves.  I still admire the Realms more than any other setting.  It's depth is unmatched, but at the center of it, still beats the heart of a storyteller and his bands of characters.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...