Forgotten Realms Reboot for My Campaign
Posted: Sun Dec 19, 2010 2:42 pm
In my upcoming FR C&C campaign I'm going to rewind the time line back to right after the Time of Troubles. This will allow me to present a reason why some magic is gone or works different than the D&D versions my players are used to.
The big difference will that the events did not unfold as they did in the novels and that the resultant pantheon shakeup results in fewer gods. I'm still not which ones I'm going to keep. Some will die or be banished, some will be "demoted" to demi-god or saint/hero status. 4e did something similar, so I'll mine that for ideas.
Planar travel will be severely limited. Wild magic areas, dead magic areas, (un)natural disasters, oh yeah! All good stuff.
I'm also going to remove a lot of the high level NPCs (Elminster, I'm looking at you!), which creates a power vacuum resulting in civil wars, national boundaries being redrawn, and general havok.
I'm hopeful that the new dark age will get the players more invested in the setting. We've never done a nation building story arch and this would be a perfect opportunity for it.
The big difference will that the events did not unfold as they did in the novels and that the resultant pantheon shakeup results in fewer gods. I'm still not which ones I'm going to keep. Some will die or be banished, some will be "demoted" to demi-god or saint/hero status. 4e did something similar, so I'll mine that for ideas.
Planar travel will be severely limited. Wild magic areas, dead magic areas, (un)natural disasters, oh yeah! All good stuff.
I'm also going to remove a lot of the high level NPCs (Elminster, I'm looking at you!), which creates a power vacuum resulting in civil wars, national boundaries being redrawn, and general havok.
I'm hopeful that the new dark age will get the players more invested in the setting. We've never done a nation building story arch and this would be a perfect opportunity for it.