I've been using the FR setting in my games for years now, and I gotta
tell ya, this time around the WotC folks have really outdone
themselves. The book is a wonderful example of what a fantasy setting
can become - a map, a ton of ideas, and a framework to hold them
together.
The
FRCS gives you the nuts and bolts of running a realms campaign,
(geography, weather, races, cultures, calendars, alphabets and
languages) and then proceeds to give you a meltdown-inducing amount of
adventure ideas. Add to that the Realms sourcebook gives you a host of
new rules (what gaming product can resist?) for new magic, new feats
(based on a characters origin-nice), new races, new organizations, and
my personal favorite: new prestige classes. I'm sorry, but if you can
read the description of the Archmage prestige class without salivating,
you simply aren't RPG material. The new Archmage is devastatingly
stylish, well conceived and (of course) frighteningly powerful.
Archmages gain access to extremely powerful abilities called High
Arcana in exchange for sacrificing spell slots (nice idea, that). So an
Archmage can permanently give up a ninth level spell slot in exchange
for the ability to cast any spell they have memorized as an energy bolt
doing d6 per spell level + d6 per level of Archmage. (e.g. 4th level
Archmage converts a level 4 spell into energy that does 8d6 damage as a
ranged touch attack-no save).
Rules to govern the Realms
peculiar framework for magic, "the weave," are included. At first, they
seem a little over-stylized, but they give the Realms another
opportunity for role-playing flair, and provide an "in-game" way to
describe magic and its effects. I particularly like the rules for the
"shadow weave" as they offer numerous possibilities for villains and
adventures.
The new map for the realms has been altered
slightly (to maximize the use of the map surface) and the artwork has
really been stepped up. It's a marvelous and inspiring map, and I'm
hoping that WotC will feel compelled to sell it as a rolled up
(fold-free) poster.
The amount of information on locales and
personalities comes across like an all out assault on your faculties.
There are hundreds upon hundreds of ideas, introductions, and other
"mental fertilizer" for DMs of all persuasions. The individual entries
are not very long, but you will find working knowledge and pointers on
where to take a given setting for practically everything in Faerûn with
a name. It is intended to serve as a jumping off point, and in this it
succeeds brilliantly.
Non-player characters are placed
throughout the sourcebook as examples of members of organizations, new
races, or prestige classes. Examples are by far the best way to get
this kind of multi-faceted information across quickly. The stats for
Drizzt-Do'Urden are presented to illustrate the rules for the Drow as a
player race, the new regional feat rules, and to give you an
opportunity to use him as an NPC. The Realms setting often takes some
heat for having powerful NPCs, and while this incarnation has its share
of dangerous characters- the product doesn't suffer because of it. The
NPCs exist in the sourcebook as ideas for the DM, and campaigns that
would be disrupted by the presence of NPCs like Elminster should simply
keep them far away from their gaming table.
Anyone who enjoyed
the Realms before will want to have this book as part of their gaming
library. Players new to the setting will find a world that is ready for
whatever they want to throw at it. For DMs, the amount of information
in this book and the amazing level of detail is inspiring (You want to
know what the trade patterns are between Thay and its neighbors?
Check.) Anything in this book can be used to start an adventure, which
of course is the point.
If you're serious about your
campaign-settings, buy one from folks who clearly take theirs
seriously. The Forgotten Realms was always popular, but this product
all but establishes itself as the gold standard of fantasy RPG worlds.