Within this box is everything needed to visit the fabulous Forgotten Realms. The 96-page player's book contains entries on all known areas, cities, people, and things, presented in alphabetical order. Numerous maps outline the more well-known cities and lands. The 96-page DM's book contains all the information pertinent to running a campaign set in this fantasy world, from how to bring existing characters into the Forgotten Realms to two complete introductory mini-adventures to a listing of known magical texts and the magics contained therein. Four full-color maps show the entire lands and details of the more well-known areas. Adventuring rules specific to the Forgotten Realms have been included.
Ed Greenwood is the creator of the Forgotten Realms fantasy world, which became the setting for his home D&D game in 1975. Play still continues in this long-running campaign, and Ed also keeps busy producing Realmslore for various TSR publications.
Ed has published over two hundred articles in Dragon magazine and Polyhedron newszine, is a lifetime charter member of the Role Playing Game Associaton (RPGA) network, has written over thirty books and modules for TSR, and been Gen Con Game Fair guest of honor several times.
In addition to all these activities, Ed works as a library clerk and has edited over a dozen small press magazines.
Invented the character Elminster from the popular Forgotten Realms RPG series. Currently resides in an old farmhouse in the countryside of Ontario, Canada.
I probably shouldn't be commenting on this particular book, if you actually can call it a book, because it is really a box containing two books and two maps and details a world that doesn't exist, but I have used it and have referred to it so many times during my roleplaying life that I probably should actually include it amongst the books that I have read. Anyway, this is a product (a better word to use than book) that details a fantasy world that was created by Ed Greenwood that he used for his roleplaying game. It is not strictly a competitor the the World of Greyhawk simply because it was released by the same company and used the same rule system.
I am not going to go into too many details about the product except that I have had many hours creating adventures based in this world. I was mainly drawn to the areas that were not in this particular box set because I could let my creative juices run wild. However, I have ran a number of adventures set in the main regions, which is the area known as Cormyr and the Dalelands. I also had one where an extra-dimensional army came out of Icewind Dale and was marching south on Waterdeep. However, the unfortunate curse that seemed to afflict all of my campaigns was that we could never reach a conclusion.
There are a couple of gripes that I do have with this (and pretty much any other game world, with the exception of Shadowrun): it is a world that has come out of the imagination of one man. The older that I become, and the more that I learn about the history of our world and the literature that has come out of it the less impressed I become of these worlds. I have yet to come across a world (with maybe the exception of Middle Earth, and to a much lesser extent, Westeros) that has the depth, the intrigue, and the excitement of our own history. History is a series of millions, no billions, of interrelated events that all merge and effect each other and continue to have impacts upon further events that define the world in which we live. No fantasy world has ever managed to produce the fine and intricate detail of the world in which we live.
The second major gripe is what I would call racism. Basically, why are orcs evil and why do we have to kill them whenever we see them? Okay, you might say that this is a fantasy world and it is okay, but who says orcs are subhuman? In fact, the more books that are written about orcs, and the more detail that goes into their history, their background, and their culture, the more human they become. In the end, the most that players learn about orcs is how easy it is to skewer them with a sword. Granted, there are more evil races in fantasy worlds than just orcs, but why is it that we have to create a race that simply exists to be killed by player characters? I thought we were civilised and were beyond that. Look, when European boat people first arrived in Australia we pretty much considered the natives to be little more than orcs, and we didn't even take the time to understand their culture. Instead it was covert to Westernism or die. It is all well and good to have a bunch of orc bandits raid the players, or even have an orc army go head to head with a human city, that happens in reality, but to simply treat them as sub-human creatures who only exist to be killed is, to me, little more than barbaric.
I've had this boxed set for over 20 years, but I recently re-read it and it almost feels like I've come to this with fresh eyes. I have the 3e FR hardback, and the 2e boxed set (although it's somewhere buried deep in my parents basement, if it's even still there, and I have not seen in some years), but I think the slim volume labeled "The Cyclopedia of the Realms" might be my favorite iteration of this campaign setting. It's sparser, more open to interpretation. The setting is mostly focused on descriptions of the Dalelands, Cormyr, the Moonsea region,the Trade Road leading from Westgate to Waterdeep, and the Sword Coast North. Other realms are mentioned of course, and some are giving pretty good indications of what they are like. Rashemen, and Thay specifically. The South just seems to be a place that's there. It's older and more established but maybe not as ruin infested as the lands described above, which at times feel like an old west version of europe. Which, really, is kind of the ideal vibe for a D&D game.
The second book in the set, "DM's Sourcebook of the Realms" is a nice hodgepodge of stuff. Addition rules for Dragons in the realms, which are a tougher then the general 1E rules. Rules for movement on the included maps are next, followed by Selected NPC's of the Realms. Now, FR is known for being precious with it's collection of overpowered npc's. While this version isn't quite as guilty as latter ones are, there some examples. Elminster is 26th lvl magic-user; The Simbul is 27th level(!) and instead of being one of the goddess infused Seven Sisters, she's only one of five seemingly "normal" mortal women siblings. King Azoun is a mere 20th level cavalier, even though the Cyclopedia lists him as "an effete but regal middle aged man". 2oth level anything = effete is a little jarring, but it's a small crime. Other NPC's are of more normal levels, written so that if they are ever encountered by your npc's they will not shadow over them.
My favorite part of the entire boxed set is labeled "Recent News and Rumors in the Realms". It's a list of the two years previous of the starting of the campaign. It's month by month, and it lists things that have been happening in the main detailed areas. It's fantastic; a nice jumping off point for designing your own adventures. I wish there was more to it. It's very useful.
Two adventures are included. Neither of them are very interesting, but the second one takes place in the ruins of a magical school in Myth Drannor. Events from the Recent News section are directly referenced in this adventure, which gives a nice lived-in feel.
The final third of the second book is "Books of the Forgotten Realms". It's a collection of wizards spell books, with new spells included. Spell books are sometimes glossed over in D&D, which is kind of a shame. They can be interesting, and a nice way to develop the world around the campaign. They're like magic swords for wizards.
If you're more of an osr player, or are looking for a paired down Forgotten Realms, this is a great starting point. Developed before the loads of fiction and the official canon really got started, it's a great way to have a blank slate FR to start with.
This is a boxed set containing two 96-page perfect-bound booklets and four poster-sized maps.
This served as the introduction to a new setting for the 1st Edition Advanced Dungeons and Dragons game. One booklet held general geographical and cultural information on the Realms, and the other was oriented to use by Dungeon Masters. Two of the maps joined together to give an overview of the setting as a whole (an area about twice as large as the United States), while the other two joined together to give a more detailed look at the main area of the setting. Many further 'FR' series modules included more maps as the reduced scale that would fit with the pair here.
Forgotten Realms was far from the first RPG setting produced, and not even the first from TSR, but it set a new bar in presentation. The two-booklet, multiple-map box set would be re-used several times by TSR. This is marred by some poor editing with typoes and mistaken word choices abounding and some missing illustrations in the second booklet. One gets the sense that this was rushed through editing and proofing in a big hurry.
But the real value comes from the Cyclopedia of the Realms (the first booklet), which lists scores of places in the Realms and gives some description of them. Unlike the earlier Greyhawk set, which tended to be dryly biographical, the Cyclopedia helped instill a sense of the lore and history of the Realms with descriptions that often give a bit of history and some of the important people. While some of the book can go into a bit more detail than a player should probably know, it is still pretty safe for a player to read through, and will not spoil any big secrets that the DM may wish to keep.
The DM's Sourcebook of the Realms (the second booklet) is a little more disappointing, with about half the book taken up by descriptions of various spellbooks known to be wandering around the Realms where adventurers might come across them (this is actually a good idea, and helps add some more flavor, especially with the histories provided, but a quarter of the available page count in the introductory product is a bit much). Important sections include two years of 'rumors and events' (tavern talk), which help give a sense of recent events and the Realms as a place where things are happening, and fuller descriptions of several NPCs already met in the first book. Rounding it out are some DM advice, and a couple small sample adventures (one merely okay, and one with some real possibilities.
A most important milestone in the roleplaying industry. This bo set was the first Forgotten Realms product published by TSR for Dungeons and Dragons. With this box, stories and world building became important, if not dominant. It also raised the bar very high for other RPG campaign settings, simply by being rich, flavorful and by having dept. Still today it is worht a read if you are doing a campaign or if you are just curious about the FR. A classic.
Many people (who still care about these old books, anyway) prefer the first edition Forgotten Realms set to the second edition. The world is less defined and there are fewer world-shattering events that happen seemingly all the time. There is more to explore and find rather than having each and every square mile mapped out and every living NPC statted up down to their choice of favorite pastry.
In my main AD&D days I had only 2e material, but I played it like 1e. All I needed was the name of a town and an adventure hook or two and I was ready to go, so I can see why this is a much more preferred boxed set.
As for the Forgotten Realms setting itself? It's fine. I used it quite a bit but only because it is such a standard fantasy setting that you can use it for just about any normal fantasy game and you don't really have to learn a bunch of weird new lore like you would with something like Planescape or Darksun.
The biggest downside that I can think of off the top of my head when comparing this boxed set with later stuff is that the Underdark hadn't really been thought up yet and, to me, that is a very important and exciting part of the Realms.
This book is unfortunately an extremely difficult read, much like most material published in the earliest editions of D&D. Just blocks upon blocks of text that are supposed to be called back to and referenced by the reader as they run the game, but with little use of highlighting important segments or use of graphics to help break up and distinguish text. Wizards of the Coast has this problem with their publishing of modern and more current books as well though to a far lesser degree.
I really do enjoy taking a look at older material for D&D and pulling things that have either been forgotten in modern lore or I can't find information on elsewhere (the useless forgotten realms wiki is terrible), but the inaccessible formatting of this book left me just wanting to move on.
As someone who started with AD&D 2nd Edition, this earlier setting is different from what I had expected. A more conventional fantasy setting, without many of the things that I think make the Realms the Realms. Still very good.