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Forgotten Realms Campaign Guide (Dungeons & Dragons) (Dungeons & Dragons)
Forgotten Realms Campaign Guide (Dungeons & Dragons) (Dungeons & Dragons)

Hardcover
Edition: 4Rev Ed
Author: Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans
Publisher: Wizards of the Coast,US
Release Date: August 2008
ISBN-10: 0786949244
ISBN-13: 9780786949243
List Price: £22.99
Average Customer Rating:
Score = 3.0 Score = 3.0 Score = 3.0 Score = 3.0 Score = 3.0
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At this time we have not yet written a review for Forgotten Realms Campaign Guide (Dungeons & Dragons) (Dungeons & Dragons) by Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans (ISBN-10: 0786949244, ISBN-13: 9780786949243). Please continue to keep checking back to this page as we are constantly adding reviews.

Summaries and Customer Reviews are supplied by Amazon.com

Customer Reviews
Average Customer Rating: Score = 3.0 Score = 3.0 Score = 3.0 Score = 3.0 Score = 3.0

Better than the over-detailed morass that was 3.5 ed Realms.
Customer Rating:  Score = 5 Score = 5 Score = 5 Score = 5 Score = 5
Personally, as someone whose group isn't massively in love with the detail of the realms this comes as a breath of fresh air as it means that I actually get to create stuff on the fly more easily than before.

Well presented and full of ideas
Customer Rating:  Score = 4 Score = 4 Score = 4 Score = 4 Score = 4
Simply put, the writers of this volume had the arduous task of trying to keep the existing Realms players happy whilst, at the same time, providing a new and updated Realms for players starting a campaign for the first time (probably on the back of the 4th Edition Rules).

In essence, this product is very good and, having been a DM since the 1980s, this is one of the best campaign guides produced to date. There will be some obvious objections to the new Realms from existing players who are reluctant to change. However, if you don't like the changes then don't worry, the whole purpose of a product like this is to be a guide only, providing the bare bones of a campaign for you to develop yourself, and you are not obliged to blindly follow everything that is written. In other words, if you don't like the changes, stick to what you do like.

As for the rest of us, the guide provides an exciting changed world to explore. Fabulous.

Interesting Direction for an Old Friend
Customer Rating:  Score = 4 Score = 4 Score = 4 Score = 4 Score = 4
The Forgotten Realms has always been a problem to me - inspiring and yet impractical. I loved the feel of the setting, the age of it, the depth, the detail, and yet these were all of its problems too. The feel made it always generic, the age of it made it always hampered by the past, the depth made it a chore to run, and the detail made fans irritating to play with.
Ultimately, personal knowledge shouldn't affect in game knowledge to the degree which it did. A new-coming DM to Toril couldn't effectively run it if there were players in his or her group who loved it - they would spend forever correcting the DM on the authenticity of the setting. It's not that these players were *bad*, just that the setting was so static and so rich and so persuasive that it was hard to escape the idea that it should all be *exactly as written*. Beware the DM who would dare to change anything.
But this was by no means the only issue. Big NPCs dominated Toril. Drizzt and Elminster were more recognisable than the setting as a whole, and the number of awful "cameos" that occured in games was atrocious... as for the novels, the less said the better.
What about the variety of terrain and setting? In theory this was great - you can set your game in almost any surrounding and it'll still be the Forgotten Realms. You want trading cities and costal areas? The Sword Coast. You want exotic locales and organisations? Calisham! You want frozen wastes? The Silver Marches! You want to rip off Lord of the Rings? The Dalelands! So what was the problem with this? Well, ultimately, it was scale. Forgotten Realms worked well with this theory of specific location until you hit about 10th level, when the entire thing fell apart. Soon, reliable and quick long distance transportation was available. The idea of a cohesive world disappears when you can be in desert one minute, and ice fields the next. So how has this changed?

Well, 4th edition includes a lot fewer transport spells, and the folding of teleportation into Rituals (with which you need a "portal key") means that mundane transport is often the way you go first, and then use teleportation when you need to over long distances from set point to set point. Travel thus takes longer, the dramatic differences in setting aren't so obvious, and the world feels a lot more cohesive. The splitting of the game into tiers also helps, as it gives DMs more warning of when to prepare for these changes.

So what does the new setting look like? Well, Mystra is finally dead. FINALLY. I mean, seriously, is this like the fourth time? NEVER BRING HER BACK. The Spellplague changes the layout of the map in a big way, as does the bashing of Abeir into Toril. Hello new races, bye bye old races.

But what's the point of saying this, really? Old fans are going to be angry - "They got rid of gods! They changed the map!" Boo hoo. The setting needed a desperate change - it's been more or less static (on a fundemental level) for years and years. The changes are interesting, smartly done, and the changes to the system make the setting work well. In the end, if you loved Drizzt and co, and hate the idea of not knowing every single event of the setting, then stay away.

For the rest of us, this is an interesting, stunningly beautiful book. The entries are perhaps a little short, but this leaves freedom in the details whilst really giving you a feel for the setting and countries. There are a lot of new monsters, good info on antagonist groups, a lovely poster map, and interesting discussion of the world in general as well as the specific entries. The major criticisms are, perhaps, only that some of the old issues are still there (the odd mix and match of terrain amongst other things), and that occasionally an important piece of information is missing (how big is the population of Waterdeep ay? AY?). Still, an excellent buy.

Drab, dreary details
Customer Rating:  Score = 2 Score = 2 Score = 2 Score = 2 Score = 2
Firstly, it's worth pointing out that this is not a rulebook. That may be obvious to some, but I expected something with a few new races, some class-specific traits, new spells, that kind of thing. This is just background to the Realms. I assume -but can't say for sure- that Forgotten Realms Player's Guide (Forgotten Realms Supplement) (Dungeons & Dragons) (Dungeons & Dragons) will be more what I'm looking for, and the fact that WotC have split this into two books is a source of some irritation to me.

I agree with the other reviewers that this is just a wall of bland data. It puts me in mind of the First Edition FR Campaign Guide in terms of sheer volume of endless words; but that was clearly written entirely by people (Greenwood et al, but different et al) who had played in that world and loved it. Their passion for the mythos was there in every word. This just reads like some hack with a deadline and a wordcount to meet sat, wrote ten pages of worthwhile stuff, cut and pasted other peoples ideas to fill in the cracks, then filled the rest with whatever came to mind while they were drunk watching Krull.

And it's a real shame. Because the idea of 4th Ed was that it was supposed to be simple building blocks that even the most ADHD ridden kid could pick up and play like they'd pick up their PS3 controller. I love rules, but I also quite liked that idea, because I'm 31 and don't have time to read endless pages of unbroken paragraphs about the number of available toilets in the town of GenericFantasySettlement45-D. This is not written in a way you can just dip into it.

In short this book has too much of the wrong kind of information, and is appallingly presented in terms of accessibility.

So why two stars after all the spleen venting? Because those ten pages of worthwhile stuff are there, as are other people's ideas, and someone has made an effort to make it look pretty pretty. It's just a shame that such a rich campaign setting has been made to look so banal.


Poor Version of the Forgotten Realms
Customer Rating:  Score = 2 Score = 2 Score = 2 Score = 2 Score = 2
What were they thinking when they released this ? A real shame and I know some will love this book but compared to previous "Core Settings" releases this just not deserve more than two Stars. I agree with the previous reviewer when he said there were worse products out there - and that is why I gave it two rather than one.

Okay - Why ? Well, there IS a lot of info here... BUT too much banal and surface info. The majority of entries for a Country cover two pages and include artwork within those two pages. Most of the info is unimportant to the setting and they should have been given more "meat" rather than a "Starter" & "Dessert".

As an "old timer" I can fill in many of the omissions but for a new DM then the task will seem mountainous.

The Adventures at the start are okay(ish)but again, based on previous releases, they are average and contrived.

I just hope the next few releases are better

























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