Having decided to go ahead with a 2nd edition AD&D game in the Forgotten Realms,
my first task was deciding what to bring to the table and what to leave on the
shelf. Between the various rules and campaign supplements available for 2nd
Edition and the Realms, there’s a small mountain of books waiting to be
climbed. And I wanted this to be fun, not mountaineering.
Deciding my limits for the rules was easy. Although not my usual
“go to” D&D rules, I’ve never had
too much a problem with 2nd Edition in its initial form. The core
rules are close enough to 1st edition in practice and don’t make for
far-reaching changes to the original advanced game. I’ve found that it’s only
once you start bolting on the supplemental material that the power levels start
getting wonky and the wheels fall off.
So no problem here: I’d only allow the players the class and
race options available in the Players
Handbook. No “Complete Book of…” class kits allowed, no Tome of Magic spells, and especially
nothing from the Player’s Option
books! This kept it strictly in the classic AD&D
family, and had the bonus benefit of freeing me from such troublesome classes as
assassins, cavaliers, and barbarians. I had forgotten that 2nd Edition
removed half-orcs as a playable class, but that wouldn’t matter for what I had
in mind for the campaign. And, of course, as the DM, I could make use of any of
the verboten material freely.
Sometimes it’s good to be boss.
Choosing the Realms material I intended to limit myself to required
a bit more thinking. My introduction to the Realms—outside of Ed’s excellent Dragon articles—had been the “gray box.”
Using that as the backbone was a no-brainer. But I’ve got a respectable
collection of other Realms stuff I’ve accumulated over the years. Would say the
material in The Dalelands supplement
trump what was presented in the Gray Box, which was much less detailed or would
I stick to the bare bones presentation found in the original set? Would I make the Volo series my primary source for all things Realms? Was I going to
concern myself with Realms canon?
I wrestled with these decisions a bit, and my original
thought was to go all the way back and just utilize whatever information was
given in the Gray Box, building my own campaign from that modicum of
information. The designer in me loved the idea of such a challenge and I
readily imagined myself pouring over the two slim books from that set,
ferreting out small nuggets of information and implied hints at the larger
world to build upon. But then I remembered the real purpose of the summer
campaign: Let Mike have some fun for a change. This isn’t work, knucklehead!
Ultimately, I made what I feel is the wisest choice and
decided that the only limitations I’d place on myself was “Is the ‘canonical’
material in X entertaining, inspiring, useful, or fun? If so, use it. If not,
forget it.” This gave me a lot of leeway while still maintaining a game which
would be easily identifiable as the Forgotten Realms to anyone playing or
observing it. Sure, a die-hard Realms aficionado might take me to task for fudging
a few dates or adding new places, but last time I checked, I didn’t need anyone
to vouch for the orthodoxy of my home games.
And speaking of dates and orthodoxy, this led me to my
biggest alteration of the established Realms’ timeline: The Time of Troubles.
It never happened, folks.
I started running my first Realms game back in 1987 when the
Gray Box was released. Reading that set completely changed how I approached
world design. In fact, the experience of turning the pages of that set remains
such a developmental milestone for me that I can still remember what food I ate
and what was playing on my tape deck as I paged through Cyclopedia of the Realms (if you’re interested, I’ll always
associate the Gray Box with port wine cheese, Paul Simon’s Graceland, and Eddy Grant’s Killer
on a Rampage.)
So when the Time of Troubles happened, it needless to say
had a great impact on my vision of Faerûn. Although even then I realized it was
a marketing ploy to steer gamers towards the 2nd edition of the
game, I made a half-hearted attempt to adjust my own version of the Realms to accommodate
the changes inflicted by the Time of Troubles. But it always stuck in my craw a
bit. Years later, it seems that most of the world-shaking changes that Time of
Troubles wrought have vanished (Bane’s been back for a while now), so why
bother? Let’s just pretend it never happened and excise any obvious Time of
Troubles-related material from the campaign setting. It’s surprisingly easy.
Removing the Time of Troubles was also a breeze due to my
choice of when to set the campaign. Rather than keep the game relatively
current to the established timeline, I went back to the beginning. This
campaign takes place in 1358 DR, the Year of the Shadows (and interestingly not
“Year of Shadows” as later supplements would refer to it), the suggested starting
year in the original Gray Box. So technically and temporally, somewhere out
there in the Realms, the campaign I ran in 10th grade is currently
underway with a much younger Michael at the helm. Maybe I should finagle a
crossover event between the two groups?
The last limitations I needed to establish were campaign
ones, boundaries stipulated by the focus of the campaign. I had a few possible
themes and potential plots I wanted to introduce (which I’ll cover in a
forthcoming post) that would be best done if I drew a few lines in the
proverbial sand. In the end, it came down to demi-humans in character creation.
With a small group, I wanted humans to equal the number of demi-humans (if not
outnumber them) in the party. Originally, I was looking at three players, and
decided only one person could play a demi-human, ability scores allowing. At
the last moment, we picked up a fourth player, so I relaxed that limit to two
non-human PCs in the party. But there was a catch to this: To quote a famous ad
slogan for Talislanta, “No
elves!”
What? No elves in a Forgotten Realms campaign? You’re mad!
There’s a method to my madness, gentle reader, one I’ll
explain in a future post.
5 comments:
Nitpick:
The ad was for Talislanta, not Jorune.
They all blur together after forty years. :D
I have just the single frozen in time D&D + music memoory: listening to Graceland while reading Horor on the Hill.
@ John: I certainly think so! Glad you agree.
You know, it's days like this that I wish I was in your campaign.
I think I'll dig out my copy of the old Grey Box and peruse it tonight in honor of this post.
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