Advice needed on Intro. to FR Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Gargauth

08-02-07, 03:10 PM
I want to run a FR campaign for three players who don't know much at all about FR (but are experienced gamers). What I really want is a storyline that encompasses the -essence- of a classic, back in the day FR experience. I want to set it in Shadowdale because I feel that is the most iconic setting for a new FR campaign and I want to set it at some point in the past, because I can't imagine how complicated it would be to explain to my players all that has happened since the game's release. I think I would even consider going back before the ToT. I think the enemies they face will be relegated to four groups: Zhents, Red Wizards, Cult of the Dragon, and Drow. I know it sounds like I have it all planned out, but I am still well within the brainstorming stage. I am new to the boards here and would LOVE some advice, as much as possible, about possible storylines, other places to visit (Cormyr, Waterdeep, etc.) that are essential to a Survey of the Realms type thing, NPCs, etc. Really anything you can think of, the more the better. Also, if you think this is a waste of time and I would do just as well to explain the backstory... let me know that too. Cheers and thanks in advance!
sillaric_culdanin

08-03-07, 08:22 PM
My advice would be, keep it very simple at first. While your players in still in the 1-5 stage keep them around their starting area. If you'll be starting in Shadowdale keep them nearby for a while. The true magic of Realms as a game world is that it's truly alive in the sense that Ed's vision includes, one could even say focuses on, the little people. The farmers, weavers, blacksmiths and independent traders.

Are your characters native to the Dales? Are they starting off at the Old Skull as passing mercenaries looking for work? Start them off investigating little things, like whose stealing corn from someone's silo? or sheep vanishes from the north field, but the local sheep dog didn't even bark... what could have happened? Maybe a bit later have them escort a family or trader heading down to Mistledale so they can get to meet more Dalesfolk. Don't let on that they're connected at all, but build these simple little oddjobs into a conspiracy involving a renegade drow enclave in the Shadowdark that's on the verge of launching an invasion of the Twisted Tower and only the players figure it out in time to disrupt the plan and save Mourngrym's life... something like that.

More importantly than the overall plan, don't be afraid to mix and match badguys as it can really keep your characters guessing. Has the party located a Zhent safehouse in Archendale? While infiltrating it they run across an agent that seems willing to cooperate... because in actuality she's a Dragon Cultist in disguise...

For the future the possibilities are endless. Areas of the Realms that are truly iconic for me are Cormyr, the Western Heartlands and Waterdeep and the Savage Frontier. For me I'd have them gradually travel west as they grow stronger, maybe carving their own barony or little kingdom from the harsh mountains of the North to stand as a shield against the regular, and deadly, horde-building of the evil humanoids of the mountains.

My 2 pennies... just be sure to remember that the Realms at your table belong only to you and your players. Start with Ed's spectacular vision.. then let it grow naturally once you move in... I may be wrong but I'm fairly certain that's how they grew for Ed in the first place.

Best of luck!