Difference between Core D&D/ Forgotten Realms/Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Dying Cleric

12-02-06, 11:27 PM
OK, I'm new, so can some kind person please outline the main differences between setting/playing a game in Core D&D, Forgotten Realms and Eberron.

I assumed the Core D&D world (what's its name again?), being a fantasy world, would/could incorporate any possible location the DM's mind could muster. Therefore, what's the need for Forgotten Realms and Eberron?

Also, if I play a campaign in the Forgotten Realms, can that same character then participate in a campaign set in Eberron or the Core D&D world? Meaning, is travel between the three settings possible in game terms?

Thanks in advance.
Mythrignoc

12-02-06, 11:37 PM
Wow, dude, there was a thread on this like 4 hours ago, it's still on the same page.
adamb0nd

12-02-06, 11:44 PM
The core book is only the core rules. It gives you ideas and laws that are common in most DnD campaigns. It doesn't however, give you an established world to play in. So if you only use a core book, and want to DM a game, you are forced to create your own countries, own governments and non-playable characters (NPCs) who run the world, and all the small detail.

Forgotten realms is an established DnD world. So the maps, the people, the gods, and so on, are all listed in the book. The book guides you on how to run or play an adventure in the forgotten realms world.

Ebberon is yet another world. It is very different from the forgotten realms world, and uses races and classes not listed in the forgotten realms book, or even the core players hand book.

You only need the players hand book to play or run a game. If you want to run a game in one of the other worlds, you will normally want to get your hands on the book for that world. The other worlds aren't required, but they are very fun, very unique, and many people prefer to play in a premade world than be bogged down with making there own.

As for characters existing between all the worlds, that depends on the DM. You very well could do it, but you must keep some things in mind. If your character is in one world, and then you play a different game in another, your character would not be present for some of the events taking place. It then becomes hard to keep continuity with your character if he's constantly warping between different worlds. Also, if your character is taking part in multiple games, he will level up very quickly. This could throw off balance, and a DM might not allow him in his game.

If you really like your character, and want to use him in two different settings, theres nothing wrong with making another character sheet for him for each seperate game he is in. Many players like to do this, because they learn their character inside and out.

Hope that helped clarify some.
Tenebrous_Sage

12-02-06, 11:59 PM
Campaign settings have many differences: classes, prestige classes, races, feats, spells, and lore. All of these (except for lore) can usually be transplanted into other campaign settings with little difficulty.

The lore is really what sets the different settings apart. The history, countries, cities, NPCs, and organizations create a rich tapestry with which the DM can work. They allow the DM to focus on creating a rich story for the characters; instead of creating a rich world. Some DMs enjoy world creation, and the attraction for them is minimal. For DMs that are short on time, don't like world creation, or like the history and feel of an existing campaign setting there is a big attraction.