![]() |
|
| Volume I, Number 1 | April/May 1999 |
| [ Front Page | Feature | Projects | NPC's | Places | Site Seer | Classifieds | Odds & Ends | The Staff ] | |
|
By Kimberly Moser <Chittlin@aol.com> Welcome! What follows is an interview with the father of the Realms, Ed Greenwood. Kim: You are one of the most revered people on the Realms list, and the Realms- Projects list. You are the father of the Realms. You have given us years of joy and sometimes sorrow. My first question is: How did you begin? What sparked your immense capacity for creation? Ed: I can't remember a time when I haven't been a reader, a fantasy fan, and a writer or storyteller (as in: make up new adventures where the book stops). I grew up reading voraciously; there were magical dens full of books in my parents' house, my various grandparents' and relations' homes, and once the niceties of a visit were out of the way, that's where I headed... to read for glorious HOURS! I was a published author by age 7, but that was (in my family of writers, professors, etc.) no big deal. I loved Tolkien, William Morris, Fritz Leiber, Lord Dunsany, et al (and all the fantasy classics Lin Carter brought into print at Ballantine, as they came out), and wanted to tell new tales of swords and wizards and crumbling castles. I particularly liked Leiber's habit of telling self-contained, standalone stories that just happened to take place in the same world, so 'in the background' the world built itself, if one read more than one story... and resolved to do just that with my (horrible) fantasy tales. I started telling stories of the Forgotten Realms in this manner (concentrating mainly on Mirt, who was a Falstaff-like fat rogue of a man, a sort of 'wheezing old excuse for Conan') long before there was a D&D game (back around 1967 or so), but as AD&D came out, I quietly shifted everything in my fiction to match the quantified monsters in the Monster Manual, and the Vancian 'memory limited' magic system of the Players Handbook. I also started playing AD&D, it spurred more stories, I started using the Realms for 'color' in articles I wrote for DRAGON (starting in 1979, though I wasn't published until issue #30), and eventually TSR, desiring a new world to be the setting for 2nd Edition AD&D, bought it "lock, stock, and wizard." I've never looked back---and never had time to! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: My second question follows the first in that a number of interested people would like to know how your own Realms differs from the Realms of TSR/WOTC? This is a very broad question, but could you perhaps pick a few points that the "official" material departs from your home-grown campaign. Ed: Not a lot, actually. Most of the "bits I hadn't filled in" were skillfully extrapolated from my fragmentary or skeletal notes, so they 'match' and 'feel right.' Specifically, my Moonshae Isles were a lot more like the real-world Orkneys and Hebrides, or LeGuin's Earthsea: lots of little islands of fisher-folk (rather than Doug's Celtic continent), the Whamite Isles (of THE GREAT KHAN GAME game) were airlifted into the Realms, Bob Salvatore peeked over The Spine of the World to see what was there and add Icewind Dale, and my glaciers were rolled back to insert Vaasa, Damara, and the Bloodstone lands. TSR bought the Realms so as to provide a setting for the 2nd Edition game, and for those purposes it makes perfect sense to provide real-world-equivalent 'steppes,' Mayan, Oriental, Arabic, and Celtic settings, but my own personal tastes run to 'no recognizable real-world equivalents' in my own Realms... because players tend to make mistaken assumptions (rather than roleplaying to the hilt) based on their understandings of real-world feudalism, or gunpowder, or stirrups, or Roman galleys, or whatever, if things are "too close." So I would not have flavored areas of the Realms in the same way published Realmslore has. With that said, I'm perfectly happy with what has developed; every world has to be 'alive,' growing and developing, I knew things would be done slightly differently than I would have done, and because of the diverse creative hands at work, the Realms is broader and richer than my own personal view, and the Realms has---at last---the capacity to surprise me (hard to do when you've created it all). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: The Knight's of Myth Drannor are some of the most colorful and unique characters we have seen in the novels and products. Were they originally PC's? Could you explain a bit of their growth from inception to what we see now? Ed: The Knights of Myth Drannor were all (with the exception of a few "DM-Special" NPCs included in the ranks, such as Aumark Lithyl of Ruathym and Mourngrym Amcathra) Player Characters, played by my stable of Realms players for the last 20 years or so. The levels and some history (such as Sharantyr leaving to form another adventuring group) have been added by TSR designers over the years, but the original Knights began play in Espar, journeyed to Eveningstar during their first play session, and began to explore the Haunted Halls (the published module, by the way, is a tiny fraction of the original dungeon and fully-detailed village). There they ran afoul of Whisper, a local Zhentarim agent, explored a lot of things, and eventually were given a pendant by Khelben Blackstaff that entitled them to the lordship of Shadowdale... if (he neglected to warn them) they 'cleaned out' the bandit-infested Twisted Tower, and got the locals to accept their rule. For the next four or five years of real time, they clung to power in the dale, not rising much in levels (first edition: training necessary, "pinning" of EXP applied) because of the time demands of ruling. Doust Sulwood was the first lord, and it didn't take long for my players to see that I was forcing them to react to crisis after crisis, not letting them set the schedule---so they hung the lordship on the young NPC of the party, Mourngrym, and took off adventuring again. It was over a decade of real time before they reached 7th and 9th levels, and a lot of the color and detail of Cormyr, the Dales, and Zhentil Keep that you see has been due to their adventures. The players demanded the detail, and the Realms grew from it. Many of them have retired their characters, had offspring (to 'grow their own replacements'), and the like...and they are the TRUE heroes of the Realms. May you all be blessed with enthusiastic, dedicated roleplayers in your campaigns. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: Here is a question I know you have been asked over and over again . . . I know many DM's have their alter-ego used in the campaign, was Elminster a deliberate creation or did he sneak his way into the campaign through time? How have you personally used him in your campaign? Ed: Elminster was in the Realms from the beginning, both as a mouthpiece in DRAGON articles (because I wanted to recount Realms rumors, and leave doubts about what really happened, or the whereabouts of the Lost Sword of Kings right now, or whatever, to give individual DMs 'design elbow room,' and it's not possible to fairly do that when you're speaking as Ed Greenwood the game writer), and as a sort of Oliver Hardy player-advice person who was unreliable, incredibly frustrating, but occasionally life-saving. He was always 'unavailable' when the players wanted him to train them, give them this or that handy information, or defend Shadowdale, but he'd pop in as they struggled up to their necks in a flooded dungeon, fighting skeletons who were attacking underwater, and remark (Merlin-style accent from the movie EXCALIBUR, please): "Well, THERE ye are! This is another fine mess ye've gotten yourselves into, isn't it? If you'd found that secret door three rooms back, of course...but ye didn't, being bold adventurers, so--strewth and stop me vitals-- I'm afraid ye're all just going to have to...die." Elminster is our sole source of information about the Realms (except when Laeral sneaks in to visit); even Volo's meanderings come to us edited by him. Therefore, all the gripes about killing Elminster, or his unrealistic speech (he's visited our real world for centuries, picking up all the slang he fancies, okay?), or his unbalanced magic, or the like are just so much wasted air: he's telling us all about the Realms, so his accuracy is as suspect as each DM wants it to be. So is his sanity--what would it do to YOUR head to be the lover, servant, and rescuer of the goddess of magic for a thousand-odd years? Elminster has always been a Non Player Character, and has never actively adventured with PCs, though he has stood side-to-side with them in battles vs. the Zhents (want to put 3rd to 5th level PCs in command of a tiny army to try and hold off a big one? put Elminster beside them, but give him some far more important papers to read and communications-via-sendings to juggle at the same time, so as to leave the tactics and running around [=heroism] to the PCs), and occasionally shows up to save their bacon when they've run into a doom they didn't really deserve. I love old Elminster, but (despite the fun I have at conventions) I'm not really Elminster, nor is he me. He shouldn't figure prominently in campaigns (or annoy players or PCs) unless you want him to. Over the years, I've tried to explore the effects on sanity of serving gods, living for longer years than the people (and even kingdoms) you knew in your youth, and of loving a world so much that you dedicate your life to it by using Elminster. I hope people will appreciate that, and not just see him as a 'stock Merlin,' "Gandalf rip-off," or "Ed's favorite character that he always shoves into everything." I've written three novels about him because I was asked to, and featured him in Realms short stories for the same reason (readers of the "Realms of" anthologies should be able to spot the scene where I made fun of that); other Realms designers have used him in game products more than I would have, if given my druthers. When running Elminster, please remember this always: El is about loving others. Not in a smothering, do-it-all-for-you way, nor yet in a leer at the pretty young things of the other gender way...but as a kindly old man loves all the folk around him in a small village, and does things to help them without thought of recognition or reward. I wish there were more folk like him in real life. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: Again, this is probably a tired question . . . how have you handled the so- called Realms Altering Events, such as the Time of Troubles and the reunification of Tethyr? Are there any particular events you have personally altered for use in your own campaign? Ed: Realms-Altering Events, now....well, in the 'home' Realms campaign, the Time of Troubles hasn't happened yet. Not because of my likes or dislikes, but because of my players. Simply put, the task of the DM is to entertain his or her players, giving them an entertaining and worthwhile return on the hours they spend sitting playing with him or her. To make any roleplaying game the most fun for the most participants, I let everyone vote on really major stuff (like 1st to 2nd Edition, new rules inclusions, Time of Troubles, etc.) after everyone's had a chance to thoroughly discuss it and think it through. My players voted no, so no it is. It might change to yes later; we haven't chronologically reached that time yet in play (another thing that happened in the published Realms was the 'jumping ahead' of the timeline, for various reasons). When we get there, we might decide differently. As to the larger issue of change: well, unless excited by the possibilities of profit or something shiny and new, humans tend to hate change. We also tend to view our fantasy playing as a refuge from the ever-changing real world, particularly if we have high-stress jobs or frantic lifestyles. So change comes reluctantly... but my players and yours truly also view the Realms as real...and real places feature change all the time. I don't view the Realms as a static landscape that a designer is changing, but as a real place where consequences flow from events and actions, and change happens. It's a difference in approach that can best be illustrated by a common comment on the Realms list: "Your new Exploding Toadstools spell is useless, because Shrieker Blaster already does that a level lower and with a shorter casting time. "I don't approach the game like a football quarterback deciding how best to wring success out of the rules... who's to say that Exploding Toadstools isn't the older, less efficient spell that the crafter of Shrieker Blaster found and improved upon? Or that it's just another approach to the same magical situation or desired effect, in a vast and varied world? RAEs and RSEs matter a lot less when the focus is on out-of-a-character's-eyes roleplaying...and so do things such as the birthdate of Karsus, or which god did what to whom, ages ago. It doesn't really matter, and your character has no way of really learning the truth and knowing it to be the truth. We all like to cling to absolute truths, yes, but that's an animal that more explorers claim to have seen than have actually brought one back to show the rest of us... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: What is your favorite element of the Realms? We all know it is a magical and shifting place. What magic does it hold for you? Ed: My favorite element of the Realms? Aw, do I have to pick just one? Seriously, that's really hard (narrowing it down to one). I like considering the fascinating intrigues and interactions of people's interests... and the people; i.e. making the characters seem alive. I also, of course, like the gosh-wow factor of seeing spells work (blam, bah-woom!), a gigantic dragon blot out the sky as it flies overhead, breathtaking woods and crumbling castles, guys and gals of physical beauty striding around in armor, and so on. Purple sands in the deserts of Raurin, achingly beautiful ruby-red sunsets.... all that sort of thing. Yet if it has to be just one thing, it's the people: making the highlight characters fascinating, as if you'd want to meet them and want them to be real and alive (even if, in some cases, at a safe distance!). Hmmm; on this one, ask me another day, you might get another answer... but I don't think so. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: As the creator of the Realms and since having sold the license to TSR, we understand there is little you can do to directly influence what we see coming forth from the realms of Washington. Have you ever given thought to creating another world and keeping rights to it? Ed: While it is true that TSR owns the Realms and artistically controls them, the folks at TSR have been very good about consulting closely with me through the years in regards what's going on in the Realms. Sometimes I've had surprises that weren't also delights, but by and large I have no complaints. 'Praise' is closer to the right word. Yes, I've thought about creating other worlds (and having some spare time to eat, sleep, read, otherwise have a life...and maybe, oh yes, create another fantasy setting). I'm a worldbuilder first, and a game designer second. It would be fun, but it's hard to delve as extensively into a 'world' just in fiction, and if I'm doing game products, it might as well be the Realms. I have created other worlds (one, which you may never see, with Lynn Abbey), and I have two novels forthcoming from TOR that explore one of them. The first novel, which should see print in the winter of 2000, is called THE KINGLESS LAND, and it will show you a little of a fallen kingdom in a new fantasy world. I say "a little" because in the driving action of a novel that I've been asked to keep light and fast, it's hard to find time and space to shoehorn in all the detail Realms fans have come to expect. I've done a lot more underpinning creation than you'll see in the finished novel...but if it's popular, and the second one (yes, a sequel to the first) is, too, who knows? I love creating worlds, but not the 'hard sf' gravity and solar system way...rather, I like to look at a single spot (village, dale, castle) and work outward from there...which is, of course, how many 'home' AD&D campaigns grow, when one isn't using any commercially sold settings. Oh, yes, I'll walk into other worlds in the years ahead...anyone care to stroll with me? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: How has the creation of a successful and well-loved product influenced you in everyday life? Are you the same person today as you were a decade ago while writing and compiling enough material to fill a garage? What, if anything, would you have done different? Ed: How has the Realms changed my life? Well, it's earned me enough money, as a freelancer getting paid for each product (contrary to some rumors, I don't get a royalty from every Realms product, and there are no rich freelance game writers, only rich game owners...and only a very few, for a very few games), to buy a house and cars (I commute 100 miles to my day job, and back, 5 days a week), and to be generous to needy family members---for which I'm VERY grateful. On the other hand, I see very few movies, watch no television, read far fewer books than I'd like to (so piles of them are filling up my house), and generally have NO spare time. Why? Well, there's corresponding with gaming friends all over the globe, writing TSR products every waking moment, and consulting on a hundred-and-one Realmslore queries weekly. The shyness and sloth of my early youth are gone, swept away by a schedule that has consumed most of my sleeping hours. I seldom have much sympathy for gamers who tell me they'd love to write up this or that favorite topic for a DRAGON article someday, if they "only had the time." Let's go back to 1995, and look at my schedule: a regular 8-hours-a- day plus 3-hours-daily commute 'real job,' 11 TSR products written or assisted on (in 12 months, remember), 14 DRAGON columns and 16 POLYHEDRON columns written and banked...and 5 conventions attended. Spare time? What IS spare time? On the other hand, I get to spend time daily in a world I created...a world I love, a world that is therapy and wish-fulfillment and better entertainment than most movies and plays I've seen, and a world that continues to delight me, after I've been at it for thirty-two-odd years. I also have friends all over the world who delight me, too; friends I've made because of the Realms, and with whom I can enjoy the Realms. Some of them treat me like a prince, and more (I've been asked to father babies at conventions, not just name them [and no, I didn't accept the offers; sorry]). There's NOTHING better in life than good friends. Nothing. Having kept reasonably awake and sane thus far in the process, I can proudly say that if I had to do it all over again, I could repeat my mistakes precisely. Seriously, I'd have done nothing differently except tried to keep more artistic control over the Realms so as to have games and novels mesh seamlessly...and that's a problem of the past that is going away right now, for which we're all happy. I'd also have brought out products with squinchy type right out to the margins, no white space, crammed everything in...and provided free photocopies for gamers with sight problems who can't handle tiny type, so everyone would always feel they get value for the money, and then some. (For instance, "if I'd been running TSR," the City System box would have included FR1 as its first booklet and Volo's Guide stuffed into it, too...but then, they bean counters tell me TSR would have lost money with every copy sold, so perhaps it's a good thing I've never been near any chance to run TSR!) I'd still have sold the Realms for a song, still given all my time since then...because, oh gosh, it's been worth it. For that I owe TSR much thanks, and gamers in general great big thanks. Thank you, all of you. Come and play in my parlor, please---because it belongs to all of us now. Drinkables in the corner, keeping hot, cozy armchair and footstools everywhere, potato chips and better on every table (and all over the floor, too)...feel free. Just so long as you welcome everyone--all ages, hues, and genders; if you only play with old friends, how can our hobby grow? How can companies keep printing new fun? How will you ever make new friends? Who will you have left, when you're old?And that's enough rant from me. The Realms has changed my life in wonderful and ongoing ways, because of the gamers who've come to love it. May you all be so blessed in life. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: Switching to the novels for a minute, we understand you write what is asked for you to write. How much of what we actually see in the novels is what you intended to be there? Some examples would be the nudity and so-called steamy scenes. Are they your intent or are they the intent of the staff that be? Is there anything you would love to write about, but have not been given the chance? (For example, history of the Realms.) Ed: If free to write novels about anything and in my own voice, what you'd see from my pen would be very close to what Guy Gavriel Kay has done in A SONG FOR ARBONNE and TIGANA, with a hint of the madcap humor of Terry Pratchett and John Bellairs in THE FACE IN THE FROST. In other words, we'd have slapstick Falstaff- type humor of brawling adventurers, set against VERY adult (not sex, necessarily; I mean complex and slow-paced and exploring everything) scenes of tension and intrigue. I'd also have looked over the shoulder of an average (not rich or noble or royal) family, and watched some sons and daughters go adventuring, some become caravan merchants, etc. starting from a small-town base and traveling across the Realms until one of them was established in Waterdeep; we'd see that great city as they do, learning about it along with them. I'd also take you to see Cormyr the same way, and then explore some new areas---and every book would have Tolkien-style appendices about local trade, life, and lore for gamers to pick up on. Of course, such books might not sell as well to non-gamers and non-fans as the present light, fast action approach...so please bear this in mind while I'm shoveling out my 'wish list.' I'm not a businessman or even good at counting pennies; I'm not competent to tell you folks what will or won't sell. I can say I've had to adopt a writing style for TSR novels that isn't what it would be if left to myself. Nudity has appeared as a substitute (under the old Code of Ethics) for sex, and to show intimacy in shorthand (can't stop the action for scenes of husbands and wives weeping and laughing as they embrace and discuss the problems and opportunities life has handed them...too much like a romance for the tastes of some, though I'd cheerfully go there). On yet another hand (what is this guy? an octopus?), the challenge of writing things differently than you might otherwise have done is good for writers, and often good for readers. I want to lay to rest here and now the rumors that all TSR editors are keeping us bright creative types in chains...we just gripe, as all writers do, when something gets changed that we wouldn't have changed (in other words, every little change that's made!). The best way to see novels that cover what you'd like to see is to write to TSR, early and often, and demand things. They listen. We listen...and in the end, we're all in this together! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kim: I will end this interview with an open question and let you fly with it. What words can you give the Realmsians to keep the magic in their campaign and do you have any suggestions to provoke us to greater heights or deeper valleys? What would you like to see from us? Ed: The cheap and easy answer to what I'd like to see from Realms fans is of course that you folks buy everything, in ever-increasing numbers, so that everyone ends up rich (uh, except your wallets), and TSR continues to publish the Realms with enthusiasm forever. The real answer is that I'd like to go to my grave (preferably a long time from now) knowing the Realms will outlive me and carry on giving enjoyment to many people after I'm gone. I desire this not out of a deep need for immortality (I don't care if folks remember ME, just that they go on using the Realms), but to know that a creation intended purely to give joy is soldiering on...because that means an ongoing fellowship of shared joy, a Good Thing to brighten the lives of some folks, in a way that gives imaginations fire and workouts, not (for instance) being a fan of a sports team, where one just watches and pays money to do so, and can't really participate actively. I'd love to see Realms campaigns where DMs quietly play NPCs in the background (perhaps as spies on the PCs, not necessarily for sinister purposes but perhaps just to make money off these successful adventurers by 'always being there' on the spot to sell them healing potions, needed gear, food, or whatever it is that they're in pressing need of), and weave subplots galore behind the scenes so that the PCs always have mysteries to uncover, and a feeling that the Realms is really ALIVE. Family sagas that run 'in the background,' power groups that aren't necessarily menacing evil types, but just the local 'lodge' of merchants trying to make a few extra coppers for their town, and control life therein, who try to manipulate adventurers and everyone else. I'd love to see Realms campaigns where people concentrate on the roleplaying, with acting, and thinking through how characters would react to things, and no one worries about the rules. I'd much rather write Volo's Guides-type sourcebooks than books full of rules and charts and combat tables; I'd like to see Realmsplay that tends in the same 'the rules are the backbone...I'm here for the feast, not an anatomy exam' direction. I'd love to see PCs literally explore the hitherto unseen continents of Toril...but at the same time make sure we 'fill in the gaps' of the Faerun map by detailing places like the Border Kingdoms and Tunland and the Shining Plains and Neverwinter and Everlund and Turmish more fully (of course that list can go on for pages and pages, and will never be done with). On a personal level, as a DM I always wrote short stories (sometimes only a single scene) that defined a particular NPC (so you'd "know" them for running them correctly), and I'd like to see some of these published. Little glimpses of the pasts of Mirt, the Seven Sisters (individually), Sharanralee, Durnan, Vangerdahast, the Knights of Myth Drannor (individually), and many of the "lesser lights." >From Realms fans, I'd love to see specific, detailed feedback sent to TSR--- often, and about everything. Let them hear from you, all the time. How can we serve your gaming needs better, and TSR know just how much the Realms means to folks, if they don't hear from you? Put it in a letter: e-mail is fleeting and forgotten. Don't just gripe to friends and fellow gamers; tell designers and Customer Service folks specific things you loved and want more of, or could have been done better and (PLEASE include this part) here's how. You may not get solutions written to order to your complaints, but it will all go into steering the brave ship that is the Realms on into another decade...and the one after that, and the one after that. Then you'll make at least one overweight, weary game designer's heart very happy. And, I hope, make your owns hearts lighter as well.... I'd love to somehow see dedicated Realms fans get recognition (and money) for their creative additions to the game, from the invented city of Arylon so many of you have worked hard on to the Northern Journey modules project to the other Net projects to the often-excellent fan fiction I've read... and yet I know this would be very difficult for TSR to do because they must keep artistic control, which would of course mean the fan creators losing it, and inevitably spoiling some of the fun. I'd also like to see Bryon Wischstadt's idea of a few years back, a REALMSPEAK fanzine, published--in print and not on-line; no matter how plain and no-frills it is (black and white photocopied is fine), it becomes an advertising artifact and a journal of record if on paper, and not restricted to the already-too-busy folk who have computers and Net access and browsing time--to give all Realms fans an outlet for their fiction, their back-and-forth ideas, and their creative additions to the Realms. This could be TSR's bullpen, a development ground for new creators with a more narrow focus than DRAGON. I think it's a great idea...but again, I'm not a businessman; I've no idea if it could even be made self-supporting. With that said, how about more DRAGON and DUNGEON submissions from all of you? The world is full of talented writers who just never put behind to chair and finished a project...and a few boatloads more who never dared or bothered to send something finished in to a publisher. Your work may be reviled, it may be edited to nubbins, or it may be rejected or published but ignored...but then again, it may not, and you'll be just as published and just as important to the success of the Realms we all love as I am, or Bob Salvatore, or Eric L. Boyd, or Elaine Cunningham... it takes all of us, and we all feed off each other's ideas and interest. None of us can create or nurture a shared world in a vacuum. One of the reasons I originally agreed to sell the Realms was the chance to see other people do their creative 'thing' in the Realms---showing me something new. You are needed, all of you...and you are appreciated, too. As for campaigns, I can toss out ideas for keeping play vigorous for hours, but it must be your job to judge my wild ideas for suitability to your own campaign; don't follow my suggestions if it's going to wreck anything. With that said, here are a few more: A product by me, to appear in 2000, will hint (but not feature) the vast collection of gates that link various spots on Toril with other places on Toril and other planes. A high-level campaign could involve PCs contesting control of these gates with the Cult of the Dragon... or the Arcane Brotherhood... or the Twisted Rune.... or the Malaugrym... or a cabal of Red Wizards... or someone else of your own sinister invention. As well as cool gates, there are trade routes right out in the open, crisscrossing Toril; why not a campaign of merchant trade and intrigue, trying to get rich and avoid getting imprisoned or shipwrecked or killed? The elves are in retreat, the dwarves largely gone, the gnomes seemingly forgotten, the titans and giants vanished from many Realms campaigns. Where did they go? How about finding them and trading with them---or discovering what dark secret (besides human or orc expansion) made them run and hide? Why not lead or assist, say, the dwarves in refounding some surface kingdoms? Or the 'good' drow who worship Eilistraee? What about those Sharn and Phaerimm? What about the inventions of the Lantanna, or the magic used by Halruaans or the folk of Nimbral? Both of them have flying ships that aren't spelljammers, and....say, what ABOUT spelljammers? There're a lot of wrecked and just grounded and forgotten ones, lying overgrown and forlorn, all over Faerun, you know. One group of adventurers could manage a lot of thievery, or Border Kingdom conquering, or fast-valuable-package-delivery in one of those...at least until dragons or the Cult of Dragons riding dracoliches showed up to dispute the free flying. Realmspace holds the Tears and other satellites, too; all of them with possible adventures or lurking power groups to cross swords with... Or why not pile aboard a leaky boat and do the Anchorome campaign thing, from my early Realms days? Either seek to find, explore, and win some loot from a new continent, or be forced into an epic voyage by storms that drive the ship (leaking and with breaking masts, etc.) from uncharted island to uncharted island, each one holding an adventure (ruins, active inhabitants, etc.)? If you're low on DM time, buy DUNGEON, grab a really good atlas, and whip yourself up some island maps, each one home to a 'potted dungeon' from the magazine? Want to try something from a DRAGON article or one of the Monstrous Arcana products, or Ravenloft or Planescape or Birthright or Greyhawk... but don't want to leave the Realms? Take the element you're interested in and shove it on an island. If it doesn't work or isn't to your taste, sail away...if you like it, that next island can have more. Worried about TSR coming out with products that don't have islands where you put yours? Well, islands sink and rise apparently at random...or is there some huge magic causing it? If so, why? Not all the Imaskari or Netherese are dead...and there are other power groups galore, in a world so drenched in magic... I hope some of these ideas have been of help to some of you; thanks for listening. |
|
| Copyright Info/Credits | Submission Guidelines | Suggest a Site | Subscribe | |