The original purpose of The Forgotten Realms was to provide
a fresh world for 2nd Edition play. TSR had a lot of cleaning up to do;
the game had entered a national spotlight and achieved a pop culture status! Dungeons
& Dragons itself was closely scrutinized and people asked if a game like
this was really appropriate for children, and the suits controling TSR said,
no. It wasn’t appropriate for children, so they knew they had to change.
A total revamp had never been done before, and nobody knew
exactly what changes would be taking place, nor how long the project would take
to get into the hands of customers, not to mention the fact that the user that
may reject it after it is completed! Existing character classes which promoted
evil acts would be dropped; thus, the players playing them would have their PCs
die from the system itself. Magic-user and Cleric spells were changing and the
spell list was huge. A new campaign setting made sense! Of course, this didn’t
happen.
Forgotten Realms was published, and it was unique from
Greyhawk, but it was released 2 years before the 2nd Edition, there
was a lot of stuff that needed to be developed, many new users weren’t all that
into creativity, they wanted a fully finished product now, and TSR knew that
they could make money by heavily expanding the original box set with supplemental
content, and the folks who were more about DM control and creativity could fall
back on Greyhawk, which wasn’t cancelled. What this meant was that players did
lose characters, if they followed the rules; of course the user style had also
changed. It was a rare player who actually played from 1st to 20th
level, now the DM was more of a story teller than before, deciding what level
would best suit the story that he wanted to tell, and the players rolled up new
characters for that adventure.
This turned out to be a very wise decision; it was lucrative
for the company and allowed users who wanted it, a more complete world to play
in. To correct the 2e rules changes, an incredible story called The Times of
Trouble was developed, it addressed all of the changes to the core rules in
a way that made sense and was fun! Not everybody read the novels, and D&D
is about specific rules, so product 2106 Adventures was released which
addressed all of that and greatly expanded the playability of the Box Set. This
hardcover book, which made a great companion to the Box Set, was written by
Jeff Grubb and Forgotten Realms creator, Ed Greenwood.
There are those out there that hate this book, which I never
understood. I didn’t start playing in the Realms themselves until recently, but
I bought this book a very long time ago! And have used it right along with my
other core books; not for the content, but for the format. Creating content is
easy, but keeping content in a format that is actually functional is not easy
at all. This book, beyond creating excellent content, supplied me with a method
of writing down my ideas in a very productive way! But, let’s look at the book
itself.
Chapter 1: The
Forgotten Realms, Post-Avatar
This chapter deals with all of the changes unique to the
Realms, which were many. The gods had been punished and the nature of magic is
unstable. It addresses changes to the world due to new core mechanics, but even
in this chapter, it went the extra mile. It goes through many of the 1e PC
classes and addresses them each individually; it even goes beyond the Core
Handbooks by expanding the classes beyond 20th level, up to 30th.
It also added a new weapon class to the core system, Firearms, and methods of limiting their use so that they aren’t
abused by player characters.
Chapter 2: Gods &
Their Specialty Priests
This chapter provides even DM’s who don’t play the Realms an
excellent example of what an Avatar system should look like. It provided a good
templet for creating your own fantasy religion. It does a wonderful job of
adding specialty priests into the world; and for realms users, you get full
color art of many of the Avatars themselves, as well of every sigil for each
god and goddess. It also covers the dead gods which had perished, just in case
a DM would want them.
Correction: Google Plus User Markus Wagner pointed out that the pictures are not of the Avatars, but of the specialty priests themselves, which to me is even cooler
Chapter 3: Magic
& Mages in the Realms
The schools of magic are better explained, and it is worth
noting that this book was published before the Complete Handbooks for Wizards
& for Priests. Besides explaining things, this handbook gives you new
spells which are unique to the Realms, and I’m not talking just a couple of
pages of throw away spells, this list greatly expands those that the Players
Handbook offers.
Chapter 4: Cities of
the Heartlands
The Forgotten Realms boxset had mapped and keyed a few towns
and cities, this book has them, and a lot more locations fully mapped and
better keyed. The format of this chapter has been lifted by myself since day
one, and it is still my favorite templet for designing your own cities. I will
also admit that I’ve used the maps and keys in other settings for towns that
didn’t warrant a full write-up, or just because I was lazy.
Chapter 5: Secret
Societies of the Heartlands
This brief chapter identifies a few of the main groups which
appose each other for power and control of the realms. Great for users of the
Realms! I’m not sure when they added groups and secret societies which hide
within a political system and have their own agendas and motivations into the
game, but it did inspire me to always do this. Compared with the rest of the
book, this is its weakest section, however the hierarchy of leadership within
any large order can be lifted.
Chapter 6: Treasure
Beyond the formatting found in this book, another great
thing about it is that it expands the Gem and Art Object treasures into
something very cool and fitting for all campaign settings. Some players want to know this stuff, and it
adds color to any session for DM’s who want to hide mechanics as much as
possible.
Overview
Like much of the “GOOD” Forgotten Realms material, it has
its uses regardless of campaign settings. The book itself is well organized,
and fun to read! My copy is very well used, the binding doesn’t appear to be as
sturdy as the three Core books, but it is nice to have a supplement that is
actually hard-bound, especially since it is so usable.
This book did set a new standard for the game, it provided a
patch to the system until further products could expand upon ideas to be
focused on later products, but it also had its own direction and personality.
It provided material and inspiration, which is exactly what you want to have in
any product! At the time, and now, I give the product a A. It is still
available on the used market and you can find copies cheap!
Adventures Negative
Feedback
I have never understood the public hatred for this book, but
I think that it has more to do with people not realizing that they can ignore
content, and lift what they want. While the content of this book may not be everybody’s
cup of tea, and it may had stepped on the DM’s toes by publishing material that
the DM had already created; what it does offer greatly out-weighs what some DM’s
feel that it takes away, which it can; if you let it! But that is the nature of
any product, isn’t it?
2 comments:
Ah Ripper,
What a manual this is! Among the useful books I bought (and I have many, believe me) is, no doubt, in the top ten. It should be regarded as a model to be taken in consideration when a supplement has to written.
I used, literally, every part of it. Not only it tries to recover the gaps left by early 2nd edition, but adds clerics of every faith, new spells (many good ones), details cities (prividing everything's necessary in a couple of pages) and adds more magic items. I still use the common, uncommon and rare table whenever I need to randomized spells.
To resume, this book is a jewel as many supplements used to be at the early days of the Realms.
Thanks for the good review.
Ciao,
Mattia.
Thanks! I had forgotten to mention the Random Spell table, which, to my knowledge, is the only time that this was done. I fall back on it from time to time because one never knows when those crazy wizards are going to show up!
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