Major flaw in forgotten realms

Post/Author/DateTimePost
#1

maddog0714

May 26, 2008 13:10:00
I don't know how many DM's have had this problem, but these are some of the flaws I have come across with forgotten realms:

1. I assume most players buy the "FR campaign setting", the "Grand History of the realms" and such. At 1st level they know all about the realms, some more than the DM. There's no mystery. at first level they should only know about their home town or kingdom, and bits of information of the contintent of Faurun.

2. If you run the epic adventures "Cormyr, the tearing of the weave" and the two following epic adventures, If the players have copy of "Grand History of the realms", it tells all about what is going to take place.... again, no mystery.
This is the biggest flaw. Has any DM's had this problem, and if so, how did you handle this influx of information?
#2

alediran

May 26, 2008 13:13:02
That's not a problem with the setting but with the players. And with the way WotC handles it's releases.

As for your first point, that's not a problem if you clearly establish that your FR campaign will weakly/strongly deviate from the FR cannon (it must be stated BEFORE any character is made, doing otherwise is a serious breach of DM responsability). Seccond, it makes a more interesting game. I'm currently DMing two FR campaigns, one with players who don't know much about the setting and other when they do and both are good campaigns that have different approaches to it, in the first I do a more traditional campaign, in the second I throw a lot of curveballs that can happen without violating any piece of FR lore.
#3

panics

May 26, 2008 13:17:55
Simple... punish your players that rely on those outside they're Character informations.

or change a bit the stories... so they will get mess up. (ex: cut short the adventure and make it succeeded by another group.)

You're the DM and you must make Discipline.

I had the same problem with some players, and they are no more part of my group because they couldn't de-focus on published material that they're character didn't know. Sad for him, but the others are happy because they're is no more wasting time...
#4

maddog0714

May 26, 2008 13:30:31
The last two campaigns, I have made 100 years or more in the future to avoid this problem, this last one however, I made in 1374 DR to use the 3 epic adventures "Cormyr, tearing of the weave", "Shadowdale", and "Anauroch". I have "Grand History of the realms", and was reading that time line, 1374 DR, and noticed it told all about the adventures, and my player, who has the grand history of the realms, I assume will, or has already read about it also.... I mean it's not the players fault for reading a book that Exists, it's just that WotC should not have put that future time line section in there in my opinion.
#5

alediran

May 26, 2008 13:33:58
I agree with that. That's why I mentioned that this was a problem with WotC and not inherently of the setting.
#6

maddog0714

May 26, 2008 13:46:30
I agree with that. That's why I mentioned that this was a problem with WotC and not inherently of the setting.

You're right, its not the setting, I should have titled that differently, it's the way information is released..... Players should be able to buy any books they want, (Except adventures or modules they are taking part as players)
#7

alediran

May 26, 2008 13:52:03
That was a great thing about boxed sets, they came with a book for players, a book for DMs and maps (I love maps but I suck at making them).
#8

Diffan

May 26, 2008 14:28:48
The problem is that your player's are meta-gaming, plain and simple. Whether it's knowning more about the areas of the campaign in general or what by-passes a creature's DR makes no difference. The whole point about role- playing is playing the character with what he/she might know, NOT what the player actually knows. And besides, if all of your PCs die attempting to finish the Cormyr, Shadowdale, Anauroch adventure then obvisouly the events at the end of AGHotR are wrong because no one stopped the villans.
#9

markustay63

May 26, 2008 14:51:55
That was a great thing about boxed sets, they came with a book for players, a book for DMs and maps (I love maps but I suck at making them).

Pathfinder does that - the player's Guides are all free downloads. :D

I am blessed to have a group that has NO knowledge of the Realms - they haven't even cracked open a novel or played a VG.

Bless their little hearts.

At one time, a project was discussed over at CK, where people would come up with pamphlets for each region - that would be ALL your players know. Ideally, a DM would just hand these out, and the players would never touch any of the setting books.

This is similar to what Paizo has done with their Player's guides... they even include local regional Feats and players maps

CK seems to have lost interest in that project (along with most everything else), but given the Pathfinder format, maybe I can re-start some Buzz to create FR versions of these.

We shall see...
#10

zanan

May 26, 2008 15:02:24
That's the "cool" thing about using AD&D adventures and campaigns. The current crop of players has no clue about them :D

Downside is, of course, that you will have to do a wee bit of conversion work, unless you are cunning and all ...
#11

rinonalyrna_fathomlin

May 26, 2008 15:30:23
I don't know how many DM's have had this problem, but these are some of the flaws I have come across with forgotten realms:

1. I assume most players buy the "FR campaign setting", the "Grand History of the realms" and such. At 1st level they know all about the realms, some more than the DM. There's no mystery. at first level they should only know about their home town or kingdom, and bits of information of the contintent of Faurun.

2. If you run the epic adventures "Cormyr, the tearing of the weave" and the two following epic adventures, If the players have copy of "Grand History of the realms", it tells all about what is going to take place.... again, no mystery.
This is the biggest flaw. Has any DM's had this problem, and if so, how did you handle this influx of information?

The problem you cite would most likely be a problem with any detailed setting that isn't homebrewed, not just the FR setting.
#12

JudgeDookie

May 26, 2008 16:35:23
The last two campaigns, I have made 100 years or more in the future to avoid this problem, this last one however, I made in 1374 DR to use the 3 epic adventures "Cormyr, tearing of the weave", "Shadowdale", and "Anauroch". I have "Grand History of the realms", and was reading that time line, 1374 DR, and noticed it told all about the adventures, and my player, who has the grand history of the realms, I assume will, or has already read about it also.... I mean it's not the players fault for reading a book that Exists, it's just that WotC should not have put that future time line section in there in my opinion.

Ideally, I would say it is better to toss your campaigns into the past, rather than the future. It's always easier to explain "that hasn't happened yet" as oppossed to "that never happened." Especially when your players are more read up on the current materials than you are.

Granted, you shouldn't have to explain any way, but if you are trying to avoid a conflict in views, throw it all back to where FR was basically static.
#13

Mr_Miscellany

May 26, 2008 17:23:13
The FRCS isn’t comprehensive: It touches on various locals and gives names and places. There’s a huge amount of wiggle room for DMs to build campaigns and even make major changes to suit their own campaign needs.

I don’t think most starting players by the Grand History of the Realms. But if even one in four players in a group has it, that’s still not necessarily a bad thing. On the contrary, I think a book like the GHotR only wets player’s appetites for the setting.

That’s not to say it’s OK for the player to ‘read ahead’, mind.

But what’s a Realms DM to do when he or she wants to run Cormyr: Tearing of the Weave, but the players do know what’s coming in the future.

As a very experienced Realms DM who has four smart, in-the-know-the-setting players, the way I deal with their player knowledge is this:

1) My Forgotten Realms game is more important than what’s going on in the published setting.

2) I don’t have much respect for players who read ahead on adventures.

3) The sense of discover and play-value of the three adventures aren’t diminished by knowing what will happen to the setting ten years of down the road.

4) Players need to be told to keep their player knowledge and their character knowledge separate at the table.
#14

rauric

May 26, 2008 20:59:57
Rino's point sounds good to me. If GH had gotten the love and spotlight, and fanfare that FR did it would have the same problems.

I have not had to run a game yet with a FR lore junkie so I am pretty lucky. All my players buy a book or two that will help them flesh out their characters. If their pc is not from the south then they won't touch that supplement. It allows me greater room to run things my way. With the new 3 book policy coming out they all will be pleased I guess. I don't think any of them will get the DDI so I will hopefully be able to keep them in the dark a little about the setting. Most of my players are very familair with Deadlands and whenever we play a game there we never have a problem if the GM changes a few things so even if they all become FR fiends I am sure I will survive.
#15

merrikcale

May 26, 2008 21:06:21
Rino's point sounds good to me. If GH had gotten the love and spotlight, and fanfare that FR did it would have the same problems.

I have not had to run a game yet with a FR lore junkie so I am pretty lucky.

You don't need a lore junkie to get a problem, but FR does have the unique position of having a ton of novels and canon out there.

If you create your own adventures you should have no problem at all. Its a big playground to play in
#16

bonzai

May 27, 2008 17:27:04
I second that. I write my own campaigns, and so out of game knowledge is seldom a problem. What meta-gaming that does happen, tend not to be related to FR at all (I.E. Experienced players making edjucated guesses).
#17

blackball8_dup

May 29, 2008 0:08:45
This is something that should be discussed with the players if its a problem. Ive been DMing the same campaign something like 10 years or so since it first started and there have been a couple of player add ins and a couple of player subtractions. Only twice have I had this problem. Both times I just told the players not to use their own knowledge and use their characters instead. I think I prhased it differently but they got the hint and the point.

bUt otherwise, like it has been mentioned, this is a problem that any published setting might have.
#18

maddog0714

May 29, 2008 11:48:39
It's not so much the FR campaign setting, its the 3 super adventures as they call them, Cormyr, shadowdale and Anauroch. Then I learn that the plot and entire summary of the adeventures are described in "The grand history of the realms" pages 156-158 WTF?
99% of the time, I make up my own adventures, then when I decide to buy these adventures, the plot and story line is published in an accessory book, that my player has, and has already read, not knowing about these upcoming adventures..... It kind'a takes something away when you have to say, "Pretend you know nothing". Half the point of playing is the mystery and discovery (At least in my campaign).
In my opinion, WotC should have put that information at the end of the adventure "Anaurach: empire of the shade" instead of an accessory book that players usaully buy.... Its like printing cheat sheets for characters in a way.
I guess It's back to making up adventures.....
#19

blackball8_dup

May 29, 2008 22:16:19
It's not so much the FR campaign setting, its the 3 super adventures as they call them, Cormyr, shadowdale and Anauroch. Then I learn that the plot and entire summary of the adeventures are described in "The grand history of the realms" pages 156-158 WTF?
99% of the time, I make up my own adventures, then when I decide to buy these adventures, the plot and story line is published in an accessory book, that my player has, and has already read, not knowing about these upcoming adventures..... It kind'a takes something away when you have to say, "Pretend you know nothing". Half the point of playing is the mystery and discovery (At least in my campaign).
In my opinion, WotC should have put that information at the end of the adventure "Anaurach: empire of the shade" instead of an accessory book that players usaully buy.... Its like printing cheat sheets for characters in a way.
I guess It's back to making up adventures.....

Seems to be the major complaint of the adventures, asides for a few moments that leave you going, "Huh!? How can that even happen!? Why is that even included!?"
#20

lord_karsus

May 29, 2008 22:50:10
Seems to be the major complaint of the adventures, asides for a few moments that leave you going, "Huh!? How can that even happen!? Why is that even included!?"

-Indeed.

-I believe it was the last of the three...Seemed a little over ambitious. Shades, Myth Drannor, Nether Scrolls, Sarrukh (I believe), the Sharn Wall...
#21

merrikcale

May 30, 2008 23:05:46
-Indeed.

-I believe it was the last of the three...Seemed a little over ambitious. Shades, Myth Drannor, Nether Scrolls, Sarrukh (I believe), the Sharn Wall...

Yeag. I didn't even bother looking at it
#22

jhalad

May 31, 2008 3:26:27
Simple... punish your players that rely on those outside they're Character informations.

or change a bit the stories... so they will get mess up. (ex: cut short the adventure and make it succeeded by another group.)

You're the DM and you must make Discipline.

I had the same problem with some players, and they are no more part of my group because they couldn't de-focus on published material that they're character didn't know. Sad for him, but the others are happy because they're is no more wasting time...

Yup. I told my players at the beginning of my current FR campaign, "Any OOC knowledge or slip of the tongue stuff, and they immediately loose 1,000 xp per current character level, effects being immediate,".

Amazing at how well that works.
#23

rinonalyrna_fathomlin

May 31, 2008 19:08:33
-I believe it was the last of the three...Seemed a little over ambitious. Shades, Myth Drannor, Nether Scrolls, Sarrukh (I believe), the Sharn Wall...

From what I hear, the Shadowdale module was like that too--jam-packing in a plethora of enemies (some of them ghosts from Shadowdale's past, so to speak) and plot points that probably didn't need to be there.
#24

lord_karsus

May 31, 2008 19:40:32
From what I hear, the Shadowdale module was like that too--jam-packing in a plethora of enemies (some of them ghosts from Shadowdale's past, so to speak) and plot points that probably didn't need to be there.

-It could be all of them that are like that. I just know more about the Anauroch one than the other two.
#25

blackheart

Jun 01, 2008 2:06:52
Cormyr wasn't bad, in all honesty. It's a little zany in one of the locations per level of characters to some, but it's a solid adventure.
#26

Diffan

Jun 01, 2008 3:48:11
Well I should be starting the Cormyr: Tearing of the Weave adventure shortly, but i think i'll have some fun in Thunderstone first. Just to see how he PCs work with eachother. I've read the 1st part of the adventure and it seems pretty solid, but i did notice NO arcane spellcasters had ANY familars when they probably should've. Oh well, I figued i'd be changing some things anyways.......

Oh, I wanted to mention some adjustments I'm making to my campaign. They can be sough here- http://forums.gleemax.com/showthread.php?t=1037563

(basically some adjustments to the Cleric, Sorcerer, and Wizard plus some familiar adjustments)
#27

lord_karsus

Jun 01, 2008 12:58:53
I've read the 1st part of the adventure and it seems pretty solid, but i did notice NO arcane spellcasters had ANY familars when they probably should've. Oh well, I figued i'd be changing some things anyways.......

-I can't remember that last time I played a character who could summon a familiar that actually did. I hate familiars...
#28

rinonalyrna_fathomlin

Jun 01, 2008 18:04:49
Cormyr wasn't bad, in all honesty. It's a little zany in one of the locations per level of characters to some, but it's a solid adventure.

I've heard much the same--it was a solid, unremarkable adventure that wasn't even particularly evocative of Cormyr.
#29

rinonalyrna_fathomlin

Jun 01, 2008 18:06:11
-I can't remember that last time I played a character who could summon a familiar that actually did. I hate familiars...

I like the idea behind them, but I think having a familiar usually gets old, fast.
#30

banpai

Jun 01, 2008 20:27:19
to the OP:Playing 100 years in the future.....of boy these words kinda hit the spot. In case you did not know they will release a new version of the Campagin Setting in some months set 100 years in the future so,well you have been playing in our future too :D

General:I don´t think WotC actually screwed up this time, if they are trying to sell me GhotR (a book I bought mainly bechause of the way it came into beeing) I happen to expect the complete history. I really liked that they put what happened in the war of the spiderqueen books into the players guide and I hope they will continue this treatment. When it comes to runining aventures, yes it can suck and in this special case the plot will be quite obvious to the other player - that does not mean that he can´t enjoy the adventures (as long as he can keep his mouth shut) sometimes not knowing is all the fun - but this time maybe knowing can be fun too.
Now I have to admid I started to DM Cormyr and it was fun for the players but that group of people shattered so I wont likely complete it ever. I now know what would happen to Mystra later and the fact that IMO it is less likely to happen if the players die in the adventure, well not a great feeling.

But hey once the new FRCS comes out it´s clean slate again (but that could have been acomplished with a 10 year jump) I am sorry for the OP but his players mght just as well have been spoilered about the adventure on the internet - but if he willing to change some things in the adventure add some twists and play with the out of character knowledge of his players he may still have fun with his group playing the megaadventures.
#31

lord_karsus

Jun 01, 2008 23:23:27
I like the idea behind them, but I think having a familiar usually gets old, fast.

-I, personally, find them more of a burden than anything. Great...I have a +2 to Spot, but I need to lug around a Great Heron. Is it really worth it?

-Maybe Crazy Ali will summon a familiar. I'm not sure off-hand if his class can. A Calashite Chameleon...:D
#32

rinonalyrna_fathomlin

Jun 02, 2008 10:04:15
-I, personally, find them more of a burden than anything. Great...I have a +2 to Spot, but I need to lug around a Great Heron. Is it really worth it?

A great heron, LOL.

-Maybe Crazy Ali will summon a familiar. I'm not sure off-hand if his class can. A Calashite Chameleon...:D

Well, that'd be cute.
#33

lord_karsus

Jul 09, 2008 22:42:45
Well, that'd be cute.

-Just, as an update, I can't without taking a feat, and a chameleon familiar really isn't all that good.
#34

msatran

Jul 09, 2008 23:05:45
The Obtain Familiar feat is better than having it as a class feature.

Besides, if Ali has a familiar, it should be as crazy as he is. He should have a Hyena.
#35

xhereticx

Jul 10, 2008 9:18:10
Well, personally I think that as long as a player keeps personal knowledge and character knowledge separate at the gaming table this "problem" can actually end up giving you campaign a sort of dramatic irony, as you know many things that your character dosen't and you feign ignorance and anticipate something familiar to you personally to appear.
#36

lord_karsus

Jul 10, 2008 17:02:05
The Obtain Familiar feat is better than having it as a class feature.

-There's so many other feats that are more useful, for that precious 6th Level Feat.

Besides, if Ali has a familiar, it should be as crazy as he is. He should have a Hyena.

-Nah...As I said, I don't necessarily see the utility in "[lugging] around a Great Heron".

Well, personally I think that as long as a player keeps personal knowledge and character knowledge separate at the gaming table this "problem" can actually end up giving you campaign a sort of dramatic irony, as you know many things that your character dosen't and you feign ignorance and anticipate something familiar to you personally to appear.

-That's the rub. Some people just can't keep their mouths shut, though.
#37

xhereticx

Jul 10, 2008 17:03:28
-

-That's the rub. Some people just can't keep their mouths shut, though.

That's when you give them the polite warning followed by the boot if they don't shut their traps.;)
#38

lord_karsus

Jul 10, 2008 17:42:17
That's when you give them the polite warning followed by the boot if they don't shut their traps.;)

-And, the same people often don't get the hint.
#39

xhereticx

Jul 10, 2008 17:53:41
-And, the same people often don't get the hint.

Well, like I said, that's when you kick them out.
#40

Diffan

Jul 11, 2008 7:45:56
-I, personally, find them more of a burden than anything. Great...I have a +2 to Spot, but I need to lug around a Great Heron. Is it really worth it?

The Obtain Familiar feat is better than having it as a class feature.

I like the idea behind them, but I think having a familiar usually gets old, fast.

Sheesh, did no one look at my changes to familiars? IMO their easier use, you don't take severe penalities if they die, if they die you can bring them back with a small amount of gold and a summoning ritual, they increase in power as you gain spell-casting levels AND you can get better ones at higher levels like a Druid can swap out her animal companions. At least I think they're better rules
#41

alediran

Jul 11, 2008 8:24:38
I played a Sun Elf Ranger 3/Conjurer 3 (trying to become a Magehound in Halruaa) last saturday with Pathfinder rules and it was a great character, the Item Bond rules are solid (made my Longbow the bonded item). It's obvious that character is a natural Arcane Archer (the variant with 1/2 caster levels)
#42

Khaelieth

Jul 11, 2008 8:40:26
-There's so many other feats that are more useful, for that precious 6th Level Feat.

Do it for RP! Stop metagaming!;p
#43

lord_karsus

Jul 11, 2008 12:09:50
Sheesh, did no one look at my changes to familiars?

-No.

Do it for RP! Stop metagaming!;p

-I am doing it for RP purposes.
#44

xhereticx

Jul 11, 2008 19:05:48
Do it for RP! Stop metagaming!;p

He might be RPing a munchkin?

Whatever, this is 4e, its ok to treat it as an MMO.
#45

Diffan

Jul 11, 2008 20:59:14
-No.

Oh, well.....then i guess...................*sigh* nevermind
#46

lord_karsus

Jul 11, 2008 21:12:06
Oh, well.....then i guess...................*sigh* nevermind

-Alright, alright...Maybe a few people did.
#47

merrikcale

Jul 12, 2008 21:51:51
Sheesh, did no one look at my changes to familiars?

Sure. I did:D
#48

rinonalyrna_fathomlin

Jul 12, 2008 23:22:25
Sheesh, did no one look at my changes to familiars? IMO their easier use, you don't take severe penalities if they die, if they die you can bring them back with a small amount of gold and a summoning ritual, they increase in power as you gain spell-casting levels AND you can get better ones at higher levels like a Druid can swap out her animal companions. At least I think they're better rules

:embarrass Sorry, I may have missed them. Also, my eyes tend to glaze over when looking at rules.
#49

DreamStalker

Jul 13, 2008 16:50:21
I love familiars. They are almost always a major part of my early career with wizards and sorcerors. A few characters I have gone out of my way to to obtain them with other classes, such as a Cleric.

On that note, I do feel familiars could have used a bit of a redisgn. Class features that are set up with such punishing consequences are not a good thing in my opinion. If familiars could be summoned and banished in a similar way to the 3.5 paladin warhorse that would have been interesting. As mostly a vanity piece of IC fluff, familiars in games I run and most I have played in tend to stay in the background. If a player brings them out for combat advantage then the risk will come into play but mostly its a personality thing.

Also, for those who dislike familiars the "Staff familiar" variant from Dragon Magazine is actually really fun. I don't remember which one though. Something in the 330's or 340's I think.
#50

Diffan

Jul 13, 2008 20:52:22
:embarrass Sorry, I may have missed them. Also, my eyes tend to glaze over when looking at rules.

The changes I made to my game were:

Familiars gain power equal to their master's caster level rather than wiz/sor level. If a familiar dies, their casters gain a -1 penalty to their caster level for all various level effects rather than losing XP. A caster can re-summon a familiar with a 1 hour ritual involving 50 gp worth of material. When a wizard gains levels in power, he/she has the option to summon a bigger familiar with less power in much of the same ways as a Druid's animial companion. Though this feature basically negates the Improved Familiar feat (which I never thought was good anyways).
#51

lord_karsus

Jul 14, 2008 0:53:27
-I think I might just buy a lizard...That solves all the problems.
#52

Stigger

Jul 14, 2008 0:58:16
Don't much care for D&D's familiars in any edition really... much preferred M:tA's version of them from Ascension's Right Hand. Felt like you could customize them a bit more than the standard d20 versions. To each their own though I guess.
#53

lord_karsus

Jul 14, 2008 1:11:11
Don't much care for D&D's familiars in any edition really... much preferred M:tA's version of them from Ascension's Right Hand. Felt like you could customize them a bit more than the standard d20 versions. To each their own though I guess.

-How did things differ?
#54

Stigger

Jul 14, 2008 1:35:37
D&D, as you're doubtlessly aware, are pretty much only different in cosmetics, sort of a one-size fits all deal with a few minor variations.

WoD allows more of a point-build system (standard WoD character gen really), with various powers costing certain amounts of points, which could be improved with experience, even to the point of buying new powers or abilities entirely. You could build a very mystical familiar, or a really combat oriented one, or pretty much any concept for it you liked, which you could tailor as you both advanced in ability. Sounds a bit munchkin-like, and it could be to be sure, but I found Storyteller much more a series of trade-offs than optimizing. Same went with standard characters really. Was a good system, but the handfuls of dice got old eventually, and the allure of rolling just one most of the time became overwhelming.
#55

lord_karsus

Jul 14, 2008 1:42:32
-Sounds interesting.

-Like I said, though, I'll probably go down the route of simply buying an animal, and possibly training it. A chameleon, though, definitely. Maybe an iguana, I don't know.
#56

Stigger

Jul 14, 2008 1:49:39
It was... just not interesting enough compared to 3e. Though I did like the take on familiars from the example tower thingy from Tome and Blood, where the apprentice went to the market and bought his critter in preparation for bonding with it...

One thing I didn't mention with WoD though was that it was basically a spirit given a mortal shell to inhabit, rather than a normal animal you did some mystical bonding with. Familiars in WoD definitely could have minds of their own, and even betray their masters if mistreated. Added an interesting level of complexity to the relationship I found.
#57

alediran

Jul 14, 2008 8:16:36
It was... just not interesting enough compared to 3e. Though I did like the take on familiars from the example tower thingy from Tome and Blood, where the apprentice went to the market and bought his critter in preparation for bonding with it...

One thing I didn't mention with WoD though was that it was basically a spirit given a mortal shell to inhabit, rather than a normal animal you did some mystical bonding with. Familiars in WoD definitely could have minds of their own, and even betray their masters if mistreated. Added an interesting level of complexity to the relationship I found.

They could even become an inverted merit, called Gremlin.
#58

lord_karsus

Jul 14, 2008 10:51:31
One thing I didn't mention with WoD though was that it was basically a spirit given a mortal shell to inhabit, rather than a normal animal you did some mystical bonding with. Familiars in WoD definitely could have minds of their own, and even betray their masters if mistreated. Added an interesting level of complexity to the relationship I found.

-That's how I've always seen familiars. Not as simple animals (or other things) that you bond with, and have limited control over, but "kindred souls", creatures that share a part of your soul as you share theirs.
#59

Stigger

Jul 14, 2008 13:02:16
Ah, right, gremlins... forgot about them. Never used those rules much, but I never needed to, so...

But I've always preferred the concepts and conventions behind the oWoD, even if the execution was at times lacking.
#60

alediran

Jul 14, 2008 13:07:14
But I've always preferred the concepts and conventions behind the oWoD, even if the execution was at times lacking.

For some things. But for me, who loves to learn about the different magic beliefs and systems of our world the nWoD mage gives me a better background.

I would love something like that for FR.
#61

Stigger

Jul 14, 2008 13:22:33
I finally checked it out... didn't appeal in the slightest to me. Don't really care for any of the nWoD stuff really, its a bit darker than I like my gaming these days, not that oWoD wasn't, but I don't use that anymore either, as is anyway. But glad you're happy with it at least.
#62

markustay63

Jul 14, 2008 13:29:28
WoD allows more of a point-build system (standard WoD character gen really), with various powers costing certain amounts of points, which could be improved with experience, even to the point of buying new powers or abilities entirely. You could build a very mystical familiar, or a really combat oriented one, or pretty much any concept for it you liked, which you could tailor as you both advanced in ability. Sounds a bit munchkin-like, and it could be to be sure, but I found Storyteller much more a series of trade-offs than optimizing. Same went with standard characters really. Was a good system, but the handfuls of dice got old eventually, and the allure of rolling just one most of the time became overwhelming.

One thing I didn't mention with WoD though was that it was basically a spirit given a mortal shell to inhabit, rather than a normal animal you did some mystical bonding with. Familiars in WoD definitely could have minds of their own, and even betray their masters if mistreated. Added an interesting level of complexity to the relationship I found.

I really need to look into this more - it sounds EXACTLY like the familiar rules I've been envisioning, wherein you bind a 'familiar spirit' into a normal creature, and the thing levels up in whatever category you summoned it from (Fiendish, Celestial, Elemental, Shadow, ect...).

So you start off with a smart animal, and for each spell level you obtain after the first, the creatures also gains a level (becoming a type I demon, then a Type II, then a Type III etc, etc..). Even though it is exrtra-planar in nature, it can still take its original shape (that of the animal it inhabits, alongside it's 'true' form).

That eliviates the need for the 'Improved Familiar' Feat. Your animal gradually becomes the better versions over time. Also, some classes, like Witches, can have multiple familiars - they get a new one for each level they obtain (the old one moving up a notch, and the new one taking it's place power-wise).

What game system is WoD again? Isn't that White Wolf?
#63

alediran

Jul 14, 2008 13:33:49
Yes, White Wolf's Storyteller. Flexible enough, although I haven't been able to get the same feeling when playing FR with it.

BTW, there is a PM getting dust in your Vault account.
#64

Stigger

Jul 14, 2008 13:43:33
Indeed, most of the stuff about familiars was in Ascension's Right Hand, which should be available as a pdf from places like drive-thruRPG. There's some really great ideas in those books that are fairly easily lifted and stuck wherever you like them.
#65

rinonalyrna_fathomlin

Jul 15, 2008 18:47:52
The changes I made to my game were:

Familiars gain power equal to their master's caster level rather than wiz/sor level. If a familiar dies, their casters gain a -1 penalty to their caster level for all various level effects rather than losing XP. A caster can re-summon a familiar with a 1 hour ritual involving 50 gp worth of material. When a wizard gains levels in power, he/she has the option to summon a bigger familiar with less power in much of the same ways as a Druid's animial companion. Though this feature basically negates the Improved Familiar feat (which I never thought was good anyways).

Hmm, that all sounds like an improvement.