Yora
2022-06-02, 05:05 AM
I've long been quite fascinated by the Forgotten Realms how they were presented back in the days of 1st edition. Obviously being much more sparse on details and without any of the metaplot that was published over the following decade, but it's also a world that comes across as being much more wilderness with smaller civilization and a stronger leaning towards medieval influences. Which I think does actually contrast noticably against the renfair style of 2nd edition and whatever you want to call what it gradually morphed into throughout 3rd edition.
One very notable feature that stands out to me is how very much human focused the setting is at that stage of its development. The elves are gone. Evereska really is the last elven realm in Faerūn. Any other elves are the last few remaining stragglers and outcasts. The dwarves are only a shadow of their former selves, having largely retreated inside their few remaining mountain homes on the very northernmost edges of the known world. Even orcs and goblins are barely mentioned at all, and again mostly as living in the most remote parts of the continent, not really factoring in current affairs. The North really is one of the few outstanding exception by having dwarves and orcs being somewhat common and there still being a few small communities of elves around. And then there's of course the cool gods like Bhaal, Myrkul, Leira, and oldschool Mystra still being around, with Cyric and Kelemvor not being introduced yet.
Now AD&D is a game I could never figure out, and of all the options 5th edtion really seems like the best choice for running a campaign in this setting. Not having played it terribly much though, I am wondering what kind of tweaking might be useful to get something that is somewhat more reflective of the world and adventures of Forgotten Realms in 1st edition material.
The most obvious thing would be of course to limit the range of classes and races. Dark elf, dragonborn, forest gnome, and tiefling all aren't PC options in this world. With classes, I think sorcerer and warlock would be out completely, and monks restricted to Open Hand and paladins restricted to Devotion.
Making some restrictions to classes for races is also an option. I wouldn't make it quite as strict as it was in AD&D, but having no dwarf wizards, bards, druids, and rangers; no elf, halfling, or gnome barbarians; and limiting paladins to humans and half-elves is something that I think is quite baked into the setting.
Where things get more vague and subjective is in using magic items. From the way magic items are mentioned in regards to NPC in several places of the old 1st edition material, I am getting a strong impression of magic items being assumed to be quite rare. In 5th edition, characters already come with a great number of special abilities just from their class features. So I think an approach of being quite stingy with magic items and making each of them special and significant could work quite well. Perhaps holding back on most common magic items and starting right away with uncommon ones when the players get their first magical treasures. With all the bonuses and modifiers characters have in 5th edition, a +1 weapon does make much less of a difference than it would have made to a 1st edition character. Perhaps have the players to get their hands on a +2 weapon after they have found only two +1 weapons before, instead of everyone already having one more +1 weapons and some having been sold off before +2 weapons show up for the first time. Quality over quantity.
Any other suggestions on this issue?
One very notable feature that stands out to me is how very much human focused the setting is at that stage of its development. The elves are gone. Evereska really is the last elven realm in Faerūn. Any other elves are the last few remaining stragglers and outcasts. The dwarves are only a shadow of their former selves, having largely retreated inside their few remaining mountain homes on the very northernmost edges of the known world. Even orcs and goblins are barely mentioned at all, and again mostly as living in the most remote parts of the continent, not really factoring in current affairs. The North really is one of the few outstanding exception by having dwarves and orcs being somewhat common and there still being a few small communities of elves around. And then there's of course the cool gods like Bhaal, Myrkul, Leira, and oldschool Mystra still being around, with Cyric and Kelemvor not being introduced yet.
Now AD&D is a game I could never figure out, and of all the options 5th edtion really seems like the best choice for running a campaign in this setting. Not having played it terribly much though, I am wondering what kind of tweaking might be useful to get something that is somewhat more reflective of the world and adventures of Forgotten Realms in 1st edition material.
The most obvious thing would be of course to limit the range of classes and races. Dark elf, dragonborn, forest gnome, and tiefling all aren't PC options in this world. With classes, I think sorcerer and warlock would be out completely, and monks restricted to Open Hand and paladins restricted to Devotion.
Making some restrictions to classes for races is also an option. I wouldn't make it quite as strict as it was in AD&D, but having no dwarf wizards, bards, druids, and rangers; no elf, halfling, or gnome barbarians; and limiting paladins to humans and half-elves is something that I think is quite baked into the setting.
Where things get more vague and subjective is in using magic items. From the way magic items are mentioned in regards to NPC in several places of the old 1st edition material, I am getting a strong impression of magic items being assumed to be quite rare. In 5th edition, characters already come with a great number of special abilities just from their class features. So I think an approach of being quite stingy with magic items and making each of them special and significant could work quite well. Perhaps holding back on most common magic items and starting right away with uncommon ones when the players get their first magical treasures. With all the bonuses and modifiers characters have in 5th edition, a +1 weapon does make much less of a difference than it would have made to a 1st edition character. Perhaps have the players to get their hands on a +2 weapon after they have found only two +1 weapons before, instead of everyone already having one more +1 weapons and some having been sold off before +2 weapons show up for the first time. Quality over quantity.
Any other suggestions on this issue?