The Big Book Store  
Search Advanced SearchView Cart   Checkout   
 Location:  Home > Humour > Indoor Games > Forgotten Realms Campaign Guide (Dungeons & Dragons) (Dungeons & Dragons)  
Categories
Art, Architecture & Photography
Audio CDs
Audio Cassettes
Biography
Business, Finance & Law
Calendars, Diaries, Annuals & More
Childrens Books
Comics & Graphic Novels
Computers & Internet
Crime, Thrillers & Mystery
Fiction
Food & Drink
Health, Family & Lifestyle
History
Home & Garden
Horror
Humour
Languages
Mind, Body & Spirit
Music, Stage & Screen
Poetry, Drams & Criticism
Reference
Religion & Spirituality
Romance
Science & Nature
Science Fiction & Fantasy
Scientific, Technical & Mediacl
Society, Politics & Philosophy
Sports, Hobbies & Games
Study Books
Travel & Holiday
Young Adult
DVD
Shopping Cart
Subcategories
Ages 0-2
Ages 3-4
Ages 5-8
Ages 9-11
Ages 12-16
New
Used

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

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

zoom enlarge 
Authors: Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans
Publisher: Wizards of the Coast,US
Category: Book

List Price: £22.99
Buy New: £13.32
You Save: £9.67 (42%)



New (14) Used (3) from £13.32

Rating: 1.5 out of 5 stars 2 reviews
Sales Rank: 4561

Media: Hardcover
Edition: 4Rev Ed
Number Of Items: 1
Pages: 288
Shipping Weight (lbs): 2.3
Dimensions (in): 10.9 x 8.5 x 0.8

ISBN: 0786949244
Dewey Decimal Number: 793
EAN: 9780786949243
ASIN: 0786949244

Publication Date: August 19, 2008  (New: Last 30 Days)
Availability: Usually dispatched within 1-2 business days
Shipping: International shipping available
Condition: Brand New. Shipped from UK Mainland. Delivery is usually 4 - 5 working days from order by Royal Mail, International Delivery is by Airmail.

Similar Items:

  • Forgotten Realms Player's Guide (Forgotten Realms Supplement) (Dungeons & Dragons) (Dungeons & Dragons)
  • Dungeon Master's Screen (Dungeons & Dragons)
  • Player's Handbook: A 4th Edition Core Rulebook: 1 (D&d Core Rulebook): 1 (Dungeons & Dragons)
  • H3 Pyramid of Shadows (Dungeons & Dragons) (Dungeons & Dragons)
  • H1 Keep on the Shadowfell (Dungeons & Dragons) (Dungeons & Dragons)

Customer Reviews:

2 out of 5 stars Poor Version of the Forgotten Realms   August 28, 2008
 1 out of 1 found this review helpful

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



1 out of 5 stars A decrease in depth and coherence   August 26, 2008
 3 out of 3 found this review helpful

First off: this is not the worst RPG product I have ever seen. (I think that anyone who has won a prize at a gaming convention, where prizes are usually cast-offs - I mean, *donations!* - from the sellers' boothes, will agree. I think I've only ever used one supplement I acquired in this way.) However, now that this declaration is out of the way, I must say: even though worse RPG books exist, this one deserves a low rating because it is such a downgrade compared to the previous book that described the Forgotten Realms campaign setting.

This 4th version of the setting is intended to get rid of a number of qualities that supposedly deterred people from roleplaying in the Forgotten Realms previously: too many gods, too many high-level NPCs, too many different cultures and nations, too much accrued lore. Apparently the history of the Realms and its various personalities were problems rather than assets. Thus, the changes between the previous edition and this edition were intended to make it attractive for a new audience.

Well, unfortunately, I don't think it has succeeded. It can't please old fans, because it has destroyed so much that was characteristic of the Realms. But I don't think it can please new ones either, because it spends so much time saying "such-and-such was like this before, but now it's like this." It doesn't always explain the significance of the changes, though - so new readers are left scratching their heads wondering why the devs bothered mentioning the fact that things used to be different at all. For instance: the attempt to copy Eberron with the "10 things you need to know about the Realms" doesn't actually succeed in copying it well, because half of them seem to be more concerned with telling old fans that things aren't the same as they used to be, rather than encapsulating what the setting is *now*. (Incidentally, the magical catastrophe of the Spellplague and the resulting plague areas and spellscars are obviously rip-offs of Eberron's Day of Mourning, Mournland, and dragonmarks, respectively. But we already have one Eberron - and a darned good setting it is too. Why try to make FR into a weak copy?) In other cases, though, when some references to changes from the old situation might prove an interesting read for everyone (e.g. a description of whatever it was that led to the current religious situation, where it's no longer necessary to worship gods and the Wall of the Faithless is gone), there is not even the slightest bit of explanation. It's almost as if explanations were made in none of the cases where they should have been and in all of the cases when they shouldn't have been.

Anyway, the chapters proper start off with a look at the town of Loudwater. This town was chosen to be a close-up example and a base for a number of possible adventures, but it is difficult to muster any enthusiasm about it whatsoever - it's just that boring and generic. Also, the fact that this section and the various possible adventures are put first in the book, before almost anything else about the setting is explained, will no doubt be confusing to those approaching the setting for the first time.

By and large, the book tends towards vagueness and blandness. There are a few nice exceptions (such as the table of art-type treasure), and it's difficult to go too wrong with some of the iconic areas like Rasheman and Cormyr... However, I found myself wondering why some of the gods were in the book at all - and, considering that the devs killed off quite a lot of the old ones or amalgamated them into other ones, that's saying something. In terms of the gods that the devs didn't cull, some of the choices are quite baffling. The drow deity of oozes is now a greater god in the main pantheon? Tyr, Mask, and Mystra (gods of paladins, thieves, and magicians, respectively) are gone - but minor halfling goddess of beauty Sheela Peryroyl is now a standard god? This problem with the gods carries through to nations and geography as well: nearly all of the new countries are less interesting, rich, and uniquely Realmsian than those they replaced. Where, exactly, was the central vision when this book was being put together? Finally, although the page count of the FRCG is not a huge amount smaller than the 3e FRCS, the print size is so much bigger that it really has much, much, much less content in it by far than its predecessor.

There is so much more I would like to write about, but it would be too long for an Amazon review. Suffice it to say: while there is an amount of good work in this book, it is so poor by comparison to the third edition version of the campaign setting that I cannot but give it one star. If you want to play 4e D&D in the Forgotten Realms, my personal advice is that you pick up a copy of the 3e FRCS and work out your own adaptation of 4e magic (and the rest) to the campaign setting. It could scarcely make less sense than the one published here, so what do you have to lose?