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Forgotten Realms Campaign Guide (Dungeons & Dragons)
 
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Forgotten Realms Campaign Guide (Dungeons & Dragons) [Hardcover]

Bruce R. Cordell , Ed Greenwood , Chris Sims , Philip Athans
2.7 out of 5 stars  See all reviews (9 customer reviews)
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Forgotten Realms Campaign Guide (Dungeons & Dragons) + Forgotten Realms Player's Guide (Forgotten Realms Supplement) (Dungeons & Dragons) + Monster Manual 3: A 4th Edition D&d Core Rulebook (Dungeons & Dragons)
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Product details

  • Hardcover: 288 pages
  • Publisher: Wizards of the Coast,US; 4Rev Ed edition (19 Aug 2008)
  • Language English
  • ISBN-10: 0786949244
  • ISBN-13: 978-0786949243
  • Product Dimensions: 28 x 21.4 x 2 cm
  • Average Customer Review: 2.7 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Bestsellers Rank: 276,788 in Books (See Top 100 in Books)

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Product Description

Product Description

Dark perils and great deeds await!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.

This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.

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Customer Reviews

Most Helpful Customer Reviews
37 of 40 people found the following review helpful
Format:Hardcover
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?
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6 of 7 people found the following review helpful
Drab, dreary details 30 Aug 2008
Format:Hardcover
Firstly, it's worth pointing out that this is not a rulebook. That may be obvious to some, but I expected something with a few new races, some class-specific traits, new spells, that kind of thing. This is just background to the Realms. I assume -but can't say for sure- that Forgotten Realms Player's Guide (Forgotten Realms Supplement) (Dungeons & Dragons) (Dungeons & Dragons) will be more what I'm looking for, and the fact that WotC have split this into two books is a source of some irritation to me.

I agree with the other reviewers that this is just a wall of bland data. It puts me in mind of the First Edition FR Campaign Guide in terms of sheer volume of endless words; but that was clearly written entirely by people (Greenwood et al, but different et al) who had played in that world and loved it. Their passion for the mythos was there in every word. This just reads like some hack with a deadline and a wordcount to meet sat, wrote ten pages of worthwhile stuff, cut and pasted other peoples ideas to fill in the cracks, then filled the rest with whatever came to mind while they were drunk watching Krull.

And it's a real shame. Because the idea of 4th Ed was that it was supposed to be simple building blocks that even the most ADHD ridden kid could pick up and play like they'd pick up their PS3 controller. I love rules, but I also quite liked that idea, because I'm 31 and don't have time to read endless pages of unbroken paragraphs about the number of available toilets in the town of GenericFantasySettlement45-D. This is not written in a way you can just dip into it.

In short this book has too much of the wrong kind of information, and is appallingly presented in terms of accessibility.

So why two stars after all the spleen venting? Because those ten pages of worthwhile stuff are there, as are other people's ideas, and someone has made an effort to make it look pretty pretty. It's just a shame that such a rich campaign setting has been made to look so banal.
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9 of 11 people found the following review helpful
Format:Hardcover
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
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Most Recent Customer Reviews
Abysmal. Don't waste your time - try White Wolf games instead.
Utterly abysmal. This isn't anything like an improvement to an effective, established and well known brand, but instead a shameless attempt to cash in on an MMO market instead of... Read more
Published 8 months ago by Daniel Nunn
Great, but not essential for 4E fareun
I know people have been bashing the 'new' realms but 4E dnd has all of the old realms classic stuff but without the 'drizzt' or 'mystra' metagame that seemed to be evolving from... Read more
Published 9 months ago by James J. Rogers
i guess a mad cyric was behind this..
it's simple. they pissed on all the fans of FR and theres nothing more to it... there will always be thousands of new young kids out there who are willing to spend their money on... Read more
Published on 14 Feb 2010 by Blom Christoffer
Better than the over-detailed morass that was 3.5 ed Realms.
Personally, as someone whose group isn't massively in love with the detail of the realms this comes as a breath of fresh air as it means that I actually get to create stuff on the... Read more
Published on 17 Sep 2008 by J. C. Rose
Well presented and full of ideas
Simply put, the writers of this volume had the arduous task of trying to keep the existing Realms players happy whilst, at the same time, providing a new and updated Realms for... Read more
Published on 4 Sep 2008 by Mr. C. A. Price
Interesting Direction for an Old Friend
The Forgotten Realms has always been a problem to me - inspiring and yet impractical. I loved the feel of the setting, the age of it, the depth, the detail, and yet these were all... Read more
Published on 1 Sep 2008 by E. Porter-daniels
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