Forgotten Realms Players Guide (Dungeons & Dragons: Supplement, 4th Edition)

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The little stuff. In the old grey box, Sembia was left completely blank, so GMs could mold it however they saw fit. The Forgotten Realms Adventures hardcover listed the collective nouns for inhabitants of different places, so citizens of Mulmaster were Mulmasterites but the people of Hillsfar were Hillsfarians.

Little stuff, but very cool. When I read the new Campaign Guide , those three things were uppermost in my mind. So how did it stack up? Here are my impressions of the Campaign Guide , more or less in the order they came to me.

Forgotten Realms books

That was a real surprise for me. Despite being 32 pages shorter than the 3rd Edition FR core book, the new one actually offers up 20 more pages of setting material. Pagecount versus the amount of info presented: Type size and layout play a role, though — this book uses a larger typeface and more whitespace than the 3rd Edition FRCS. Word for word, I think the 3e version covers more ground in fewer pages; if it had been produced with the same type and layout as the 4e FRCG, I think the 3e FRCS would actually have more pages of setting material. This is doubly true for adventure hooks.

For example: The 4e Aglarond entry includes 13 adventure hooks; the 3rd Edition entry includes just four. That plus the improved readability makes me very happy with the amount and style of the setting info in the 4e FRCG. So how did they do it? My first thought was Wow.

I predict that most gamers will love or hate this book based largely on this single page of text. Great layout, with one exception: The white background and minimal, software manual-style layout carries over from the core books, and it works just as well here. This is a very readable book, with one annoying exception: the sidebars. I have no idea if most people will care, but it drives me nuts every time I read a sidebar.

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The 4e guide does the same thing, but with an adventure section. The adventures in the previous editions of this book have always looked pretty lame, and these look about the same — and they take up 32 pages. This section should be at the back of the book, and a lot shorter.

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The same goes for the next four chapters: With the exception of the glossary and magical features sections, I would have liked all of them to come after the setting material. Boyd , Rob Heinsoo , and Robert J. Schwalb , and published in This was largely because Wizards had decided to destroy the old Forgotten Realms to make it fit into their ideas of a 'points of light' setting.

Old gods and NPCs were gone, kingdoms had fallen, the timeline was dramatically advanced and the Realms lay in ruins. From the scathing reviews that the new setting books got, it seems likely that they did as much to alienate existing fans from fourth-edition play as the core rulebooks had.

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You can help by adding to it. I make no offer of sale with this listing. Here is listed a code to indicate who published this product. JG represents Judges Guild. MG is Mayfair Games Yes the same company that now publishes some very fine games.

I started playing the game in , and as you can see, I've spent quite a bit of time and money on the game. I'm making this list available for my players and others who play the game or simply collect the products. This web page was created and is maintained, using Dreamweaver CS5. Author: Robert L.

Forgotten Realms Map 5e

Vaessen e-mail: Email address protected by JavaScript. Please enable JavaScript to contact me. Last Updated: This page has been accessed times since 27 Jan Evolved from a table-top miniatures game. Added more complexity to the game. Matured the rules and product line. Marketing and new ownership combined to clean up the rules. I refer to this as version 2. Marked by introduction of the 'Options' rules. Advanced title dropped. My campaign still uses the 3.

In - , WotC released some new and reprinted 3. You'll find some of them listed above. I read through some of the materials, and some of the later 3.