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288 pages, 2008, $39.95
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Content
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4.5
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Organization
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4
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Consistency
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4.5
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Intelligibility
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4.5
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Overall
4.5
Excellent
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Review Scoring
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With the Forgotten Realms being perhaps the most well known
and popular of the official Dungeons & Dragons campaign settings, it was
only natural that the setting would be the first to receive a 4th Edition upgrade.
Everything in the Realms has been re-imagined with this 4th Edition transitionand since
100 years having passed in the game world the designers have the opportunity to change
anything and everything they wanted to change. For better or worse, that is just
what the authors have used the transition to accomplish.
The new Forgotten Realms Campaign Guide starts off with
the town of Loudwater, a short adventure setting, to welcome new and old players alike
into the revised world. For a Game Master
looking to provide a quick entry
point into the new Forgotten Realms setting for his players, this chapter makes that
task relatively easy. The next two chapters cover adventuring in the Realms and the
changes wrought to the world when the Spellplague ripped Faerún apart and
returned parts of Abeir to Faerún.
The fourth and fifth chapters cover changes to the cosmology and pantheon of the
Forgotten Realms. Many gods have died or disappeared from the pantheon altogether,
so these chapters fill in a lot of the gaps and go a long way in explaining changes
that have occured in the divine realms.
The vast majority of the campaign guide is occupied by chapter six, which details
changes to various kingdoms and regions in Faerún, the Underdark, and Returned
Abeir. Kingdoms rose and fell with the Spellplague, and landmasses were vastly
rearranged. With 4th Edition's re-envisioning of the kingdoms, cities, and towns of
Dungeons & Dragons as points of light in worlds of darkness, this chapter
is essential to detailing the new face of the Forgotten Realms. Game Masters will
refer to this chapter frequently in identifying how allies, alliances, and enemies have
fared in the intervening century.
Rounding out the campaign Guide, the final chapter details the major threats in the
Forgotten Realms, both old and new. After the previous chapter, this one is the chapter
that Game Masters will probably reference the second most frequently. With seventeen major threats
detailed, the Game Master can use this chapter to keep the players on their toes for
numerous adventures and campaigns.
With the 4th Edition, the authors have taken an opportunity to completely overhaul a
game world and make wholesale changes, both to improve aspects of the world and to
eliminate potentially troublesome mistakes from the past. The Realms are still as
mysterious as they were in previous editions, and perhaps more dangerous for player
characters. With a slate wiped mostly clean by the Spellplague, there are numerous
new adventures and stories to be lived and written by a new age of heroes.
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