Showing posts with label forgotten realms. Show all posts
Showing posts with label forgotten realms. Show all posts

Sunday, September 22, 2019

Forgetting the Realms

I don't know jack about the Forgotten Realms.

Because I'm me, I write this with a bit of puffed up pride, as in "I'm too good for that goofy property." But the fact of the matter is, I simply missed the whole FR experience. The original boxed set detailing the Forgotten Realms was published in 1987, a year after the last new AD&D book I would purchase (the Dungeoneers Survival Guide). By that time, I wasn’t even running a game, having surrendered all DM authority to my friend, Jocelyn. I would give up the hobby entirely circa 1988, only briefly returning (a couple-four years later) to DM my brother and his buddies in a turgid, short-lived AD&D campaign. My interest in the D&D during the 90s was roughly equal to the Seahawks playoff hopes during that same period (translation for non-Seattle residents: slim-to-none).

Here’s what I know about the Forgotten Realms: it was the home campaign setting of Ed Greenwood whose “Ecology Of...” articles (as voices by Elminster the Sage) I would occasionally read in Dragon magazine Back In The Day. When I was bored. After I’d already peruses any new classes, monsters, magic items, or Marvel-Philes that might be present in the mag.

I know Elminster is a prominent figure/NPC in FR. There were some video games based on the setting (Baldur's Gate, Neverwinter Nights, etc.) that I never played. I've never read or owned an FR novel, though I understand there's quite a few of them, some of which feature a Drow ranger named Drz'zt (or whatever).

Um...that’s about it.

Of the various D&D campaign settings that were put out over the years, the ones in most familiar with are Krynn, Mystara, and Oerth ("Greyhawk")...in that order. Krynn I know because I read the first seven or eight novels (multiple times for some of them), not because I ever owned or played any of the game publications. Mystara I know from reading (and using) the Gazetteers (during my BECMI days) or from more recent research. Greyhawk was a large part of our old AD&D campaign, although we never did use more of it than the map and the names of cities/regions...I couldn’t tell you anything about the “Suel” or Iuz or the Horned Society, etc. to save my arse.

[I did read Gygax’s first two Gord novels, though. Still own them, too]

And that’s it. I picked up a used (and incomplete) copy of 2E’s Dark Suns campaign setting decades later, but I’ve never done anything with it. Oh, and does SpellJammer count as a campaign setting? Steve-O game me a copy of that back in college, though we never did use that either.

Really that is pretty much the extent of my knowledge of the “official” D&D campaign settings. I don’t know anything about Birthright or Planescape (besides the fact that tieflings originated there), or Eberron, or anything else. And I know absolutely nothing about the Forgotten Realms (besides the Greenwood thing) except for the fact that everyone loves it and it continues to be a standard setting for the current edition of D&D.

Okay, okay, not everyone loves it, but quite a few people do.

More or less how I
picture Prince Gwydion.
So when I examine D&D Essentials and see this map of the “Sword Coast,” I really have no context or sense of scale or ANYTHING as it relates to the Realms. The illo on the original box cover felt reminiscent of a scene out of a Lloyd Alexander book, but I have no idea if the setting is heavily influenced by Tolkien or Wales or, well, anything. I suppose I could look up what Wikipedia says on the subject. Here, hold on a moment...

[later]

Okay, that didn't give me much...though, wow, there have been a TON of FR-themed vid games released. I had no idea.

Dragon of Icespire Peak does provide a page briefly describing this particular section of FR ("The Sword Coast"). Regarding the Realms in general it states:

"The world of the Forgotten Realms is one of high fantasy, populated by elves, dwarves, halflings, humans, and other folk. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur's Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of kings, queens, heroes, and tyrants who died long ago."

[in other words, it's just D&D]

"On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers and sailors. Steel-hearted adventurers from backcountry farmsteads and sleepy villages follow tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are never safe. Fell magic and deadly monsters are the perils one faces when traveling in the Realms. Even farms and freeholds within a day's walk of a city can fall prey to monsters, and no place is safe from the sudden wrath of a dragon."

Okay, that's mostly just an overview of the D&D game's premise. However, there are some clues in this text (besides the proper names provided) as to the make-up of the setting. I don't usually think of "steel-hearted adventurers" coming from "backcountry farmsteads and sleepy villages." But when "no place is safe" and "farms and freeholds within a day's walk of a city can fall prey to monsters" that says something about the make-up of the setting: namely that there isn't any sort of serious government or military presence and that the landscape is a frightened no man's land where death is no more than a stone's throw away.

A hellscape, really...and that's something I can work with. Those "teeming cities" are probably nothing more than huddled masses of refugees from the countryside. These fallen empires and long-dead kings, etc. (not to mention "terrifying powers that threaten the land") speak to a vanilla fantasy world that's had all the idyllic/pastoral bits squeezed out of it. This isn't the Shire...it's Mordor. There's even an active volcano less than 35 miles from the area's major city (Neverwinter). The closest large town to Mount St. Helens is probably Kelso (about 60 miles away)...and it's only the 80th large town in Washington State as ranked by population. One might think it strange that the people of Neverwinter would hang out "rebuilding" after the most recent eruption (50 years before the campaign start) "badly damaged" the city. I can only assume that other areas of the region are so dangerous and monster infested that moving wasn't a real option.

Phandalin, the "home base" for the adventure is pretty much described the same as it is in Lost Mine of Phandelver (I think GusL's comments on the village are appropriate). While there are some callbacks to the idyllic ("you see children playing on the town green") I don't think it can't be rectified by playing up the mud, squalor, and horse shit of your typical medieval village (especially a slap-dash mining town as Phandelvin is). This should be something closer to HBO's Deadwood, not Downton Abbey's little village, especially one under constant menace of orc raiders and dragons.

"I've got a f*!%ing
quest for you."
Clearly then, much of this requires the makeover treatment. The town master (and "quest giver") Harbin Wester should be much more Al Swearengen and much less the cowardly Master of Lake Town (as portrayed by Stephen Fry in the film). Wester is trying to hold his little kingdom together, and he should be manipulating the hell out of any courageous dupes (i.e. the player characters) in order to make that happen.

[actually, I suppose if you really wanted to re-skin Phandelvin as Deadwood, you'd keep Harbin as is and make Toblen Stonehill, the real "Swearengen" character. Then you could set up Linene Graywind (by way of Patience from Firefly) as a competing, slightly less underhanded town faction]

Will probably kill
you anyway.
Point is, Phandelin should be more Nulb than Hommlet. And I think there's enough textual material in the adventure to support this view. Which is important to me for getting my mind right as I try to twist this bugger into something a little more playable.

The rest of the Forgotten Realms? Meh. Not all that important at this point.

Wednesday, September 18, 2019

Essential Repurposing (Part 1)

AKA "Fixing Stuff For Fun And Profit"

I'll cut to the chase: I picked up a copy of the D&D Essentials Kit. Yes, I put money in WotC's pocket ($12 and change), although I do have 90 days to return the thing to Target.

The reason for this? I wanted a copy of the included adventure, Dragon of Icespire Peak. I have a bit of a "thing" for white dragons. That may not have been obvious over the years (though the last time I created an adventure with a dragon...nine years ago!...it was a white), but they're probably my second faves, after black dragons. Their Superman-like, liquid nitrogen breath is not only a cool image, and it's a bit easier to justify than a monster that breathes fire...plus, they have the best natural camouflage (IMO) of all the dragons.

I'm rooting for the dragon.
Besides, I dig on snow and ice settings (duh...see Land of Ice for examples); heck, I almost picked up a copy of Frostburn, long after I'd chucked DND3 from my life. Probably would have purchased it, if it'd had a white dragon on the cover.

Anyway, I wanted to see the type of adventure being constructed over at Wizards of the Coast and see if it was anything I might use...or modify...for my own ends. Here's what my $13 bought me:

- An "Essentials Kit Rulebook" that I have zero interest in reading. Really. I've read the 5E books, I've played a session (or two?) of 5E, and I've listened to multiple hours of 5E "actual play" podcasts. I know that the game, as it's currently being produced, is extremely irritating to my psyche and outside the sphere of "things-I-want-to-engage-with." I'd go back to AD&D RAW long before I'd sit down to a 5E game session.

[well, not quite RAW. I will never again play AD&D with character limitations based on sex/gender. Yes, we did this in my youth...even our female players, who generally ran fighter characters...but I'm done with that particular brand of machismo stereotype]

- A nice set of (eleven) dice.

- A DMs' screen that has a lovely illustration on it. If I was crafty at all, I'd find some way to cut it up into some sort of decorative doo-dad. Unfortunately, I'm not.

- Some 5E tools (cards for initiative, conditions, magic items) that I probably won't be able to use. Actually, the "sidekick cards" might work fine as a stack of random NPCs.

- A map of the Sword Coast portion of the Forgotten Realms campaign setting.

- The 64 page adventure book that was my impetus for buying the box.

Let's see, anything else? Some blank (5E) character sheets. A box for holding cards. Some codes to unlock additional on-line content (not sure if I need to be enrolled in D&D Beyond to use that). Eh. All-in-all, I suppose it's not a bad value for a "starter set"...dice alone would probably cost $5-6. What price would you put on 14 easily re-purposed "dungeon" maps; a quarter a piece? Maybe $.50 to $1, given that they include some possible ideas/inspiration in the text?

Maybe. They aren't great. If you're interested in WHY they're "not great" (or, as some might say, "terrible") I'd direct you to this recent ggnore podcast (episode 175) for the informed opinion of a group of regular 5E users who bothered to play through most of the adventure (their actual play podcasts...about 12 hours worth...comprise four or five of their earlier episodes).

But I already knew that...I mean I did research the thing before I bought it.

Here's the thing, though: I (me) am not quite ready to say the ideas here are "terrible." Many of the quests presented here (the term used to describe the dozen plus micro adventures that make up the whole of this mini-campaign) aren't anything worse than what I'd come up with for a single session or two at the table. Maybe that says more about me (and my lack of creativity), but not every adventure need be a giant, six level dungeon filled with world-destroying threats nor does every event occurring in a campaign require some sort of clever inter-woven story/plot construction. Sometimes a simple kernel of an encounter can yield hours of entertainment.

The real problem, in my opinion, is more one of execution...that is to say, I'm not the fan of how these quests/adventures are supposed to unfold. And that is mainly a 5E issue rather than a lack of imagination on the part of the author. The Essentials Kit wants to provide an introductory adventure (rid this region of its dragon problem), that's a bit too steep in challenge for a a band of newbie adventurers. So it provides a bunch of "warm-up" adventures that the player characters will need to grind in order to achieve the requisite power level to face the ultimate encounter (the eponymous dragon).

Grind is the operative word here...there is little reward offered in any of the adventures, save for the promised leveling that comes with the completion of the "quests." Players need to seek out and check off every notice on the town's job board in order to achieve the necessary milestones (i.e. "auto-level ups") that will eventually (around 6th level) allow them to face down the dragon. Since treasure means little to the 5E character (most of their best upgrades come from levels not equipment...and gold doesn't earn XP) there's nothing to really motivate characters except what "meta" story you want to give your party.

Hell, even the dragon has bupkis in the way of treasure (whoops! SPOILER). One would imagine that the main incentive for fighting a dragon would be, you know, claiming its hoard or getting showered with gold by a grateful community. Not here! The dragon of Icespire Peak is broke as a joke...it lairs on the roof of a ruined castle, eating the occasional mountain orc that it manages to catch, and has exactly zero as far as a hoard. The grateful villagers? Well, the townmaster "might plan a feast in the heroes honor" (emphasis added by yours truly).

So there's very little reason I can think of for a group of adventurers to hang around an area being threatened by a dragon, let alone take the time to grind a bunch of step-and-fetch/kill adventures for little reward beside the leveling. It reminds me quite a bit of a video game script...but if I wanted to play a video game I'd be doing that. Video games do video games better than tabletop RPGs do.

And just in case anyone's wondering, this isn't a rant...it's just weary observation.

Back to the point: Dragon of Icespire Peak isn't a great adventure, but that's mainly due to 5E not being a great system. Oh, I know folks love 5E and all that (or are resigned to playing it or whatever) but for my money (and I did spend actual money on this thing) you really start to see the warts on the thing when you look at this kind of product. The ggnore boyz say it's the best WotC adventure since Phandelver...but based on some reviews I've read, that may be damning with faint praise.

Still, I do love white dragons. I love them as a feature monster, not just some knightly mount or frost giant pet. I think they do make a good antagonist for a party of low level adventurers: a sizable (though not insurmountable) risk to balance against a presumably rich reward. That IS what Dungeons & Dragons is supposed to be about after all, right? You defeat the dragon, you divvy up the spoils.

What I'd like to do...now...is rewrite the adventure. Make it a little more "old school friendly;" something with a B/X (or even AD&D) sensibility. File off the serial numbers, prune the edges, maybe slap an OGL on it and sell the PDF for a couple bucks. Try my best to make the thing a bit more useable as a campaign jumpstart.

Would anyone have any objections to me giving it a go?


My favorite white dragon pic.