| Post/Author/DateTime | Post |
|---|---|
| Skaliwag06-29-04, 12:26 AM | A friend of mine recommended that I buy this book because he said it makes campaign making much easier. I bought the campaign setting about a month ago and have not used it since. After looking at it for a little while I got confused. How exactly am I supposed to use this book? Where should I begin looking? I know this question is pretty vague but I really am having some troubles trying to figure this out.:( :( |
| aravilar_holistacia06-29-04, 12:51 AM | There are a few ways to go about learning about the Forgotten Realms. Assuming that you know how to make a generic D&D character, I think the easiest way to start immersing yourself in FR lore is to create your own FR character. The first chapter in the FRCS is the character creation chapter. That way, you'll get a broad idea of the Realms' layout. You'll know about the races, and the classes, and the deities, and even the different regions of the Realms. Another way to start learning about the Realms is to take a look at the History section (Chapter 6). There is a lot of material there for you to peruse and to absorb, and it's a good way to get to know the intricacies of the campaign setting. But, above everything else, the best way to start using the FRCS is to just set aside some time to read it, cover to cover. The FRCS is a book filled with campaign ideas and character hooks and lots of material for crafty and creative DMs to develop. Use the book to your advantage! :) |
| Lashan06-29-04, 08:00 AM | I think that what your friend was saying was about using all the resources that are around for the FR. Take for example all the older free stuff for download HERE (http://www.wizards.com/default.asp?x=dnd/downloads) That takes you to a lot of the older material that you can download for free. The best example out of that book is to look at the Volo's Guide series. It details an area in a way that saves a DM a lot of time. It will discuss the various shops, inns, taverns that one can use. Each one has a lot of flavor and is even usable for plot devices, if you want to. For the busy DM, it's great to just reach over and grab a handbook and have a fully detailed town on your hands. In other words, there are a lot of products that have been put out for the FR. There are old modules, detailed regional areas, and various other things like Lords of Darkness or Volo's Guide. If you add it all up, there is a complete world with a lot of flavor for you. You can spend your time on designing a good adventure, and not creating the entire living, breathing world. So, you can decide you want your adventure to take place in Tantras. You know the major temples and the major powerful NPCs in town. You understand the economy and that there would be problems if the fishing industry was disrupted. That helps you come up with an idea for a sea based adventure to throw at your players. |
| Cunning Linguist06-29-04, 12:49 PM | To start the whole thing off, you need an Adventure, that your first party can take on. The Color of Ambition is a good one, page 284. After that, you decide where you want to play. Do you want lots of Woods and rivers and such? Or perhaps a dry area, or cold and wintery? Perhaps a warm and jungle type. Either way, you look at the Map you got with the book and pick yourself a place. Find the area name, then look it up in the book. Now since you allready know the adventure your going to play, you find out if the adventure fits. Color of Ambition does not fit in Thay for one, since Red Wizards rule there, and they don't establish small enclaves. And the Cult might also be a problem, since it's so far away from Thay. But lets say you figure that Sembia would be a good place, and you read up on Sembia in the FRCS. After that you gather your friends who want to play. You tell them about Sembia, and how there first group came to know each other, then tell them to make up characters. (The character part will strain the book, since every player wants to read up on his options for race and such, but it will survive) So, after the first adventure is done, you start to read up more on Sembia, and perhaps the nations that lie close to them. You find out that Sembia has some connection with both the Zhentarim and the Cult of the Dragon, you then flip up page 272, and page 281 and read about these groups. Then you make a new adventure: repete and play. |