I'll start things off. I'm not going to get too involved because there are players here running the campaign now but I started one set in Guilder from The Princess Bride. The campaign doesn't have a whole lot to do with the actual story of The Princess Bride but I've found that being forced to limit my creativity to within the borders of an established land has been very liberating. I homebrew most of my campaigns and many get super complex with plots within plots within plots. Often I get frazzled by the shear number of possibilities. So having to limit myself and work within certain boundaries has been great! It's a new experience for me and has actually changed how I'll go about homebrewing campaigns in the future.
I'll start things off. I'm not going to get too involved because there are players here running the campaign now but I started one set in Guilder from The Princess Bride. The campaign doesn't have a whole lot to do with the actual story of The Princess Bride but I've found that being forced to limit my creativity to within the borders of an established land has been very liberating. I homebrew most of my campaigns and many get super complex with plots within plots within plots. Often I get frazzled by the shear number of possibilities. So having to limit myself and work within certain boundaries has been great! It's a new experience for me and has actually changed how I'll go about homebrewing campaigns in the future.
Interesting, what are the specific boundaries that you have found helpful for you from this setting?
I ask because I have been running Lost Mine of Phandelver while knowing nothing of Forgotten Realms, and find it much more interesting to tweak the story, areas, and encounters from the module as I see fit, as opposed to having to memorize or look up which NPCs live in Phandalin, what their motives are, etc...
Also putting a Homebrew together on the side in the meantime that I might run after we get through Phandelver.
If you want to find out information about forgotten realms I'd probably advise you to get the d&d book sword coast adventurer's guide. It gave me a lot of information about the forgotten realms.
@GreenWizard A few things specifically. The most is what I can draw on from lore already in the story. For instance my party is the new Brute Squad going to clear out the Thieves Forest. I'm using the supposed plot from Guilder from the story but in D&D land there will be more than just thieves in the forest. I'm also adding in some talk about people going missing from the forest and town. This is getting blamed on Count Rugen's experiments. In my world though he's also the spy master and poisoning Prince Humperdinks mind. There's also a lot of unrest in the kingdom based on the kings deteriorating health. Everyone knows the kingdom has gone to shit with Prince Humperdink running it.
The thieves forest is designed as a one shot but if the party wants to continue I can use locations from the story for other one shots. Like the fire swamp, the cliffs of insanity and maybe down the road doing some adventures with the dread pirate Roberts.
This basically is a thread where you can share ideas and stories
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
I'll start things off. I'm not going to get too involved because there are players here running the campaign now but I started one set in Guilder from The Princess Bride. The campaign doesn't have a whole lot to do with the actual story of The Princess Bride but I've found that being forced to limit my creativity to within the borders of an established land has been very liberating. I homebrew most of my campaigns and many get super complex with plots within plots within plots. Often I get frazzled by the shear number of possibilities. So having to limit myself and work within certain boundaries has been great! It's a new experience for me and has actually changed how I'll go about homebrewing campaigns in the future.
That's what happens when you wear a helmet your whole life!
My house rules
Interesting, what are the specific boundaries that you have found helpful for you from this setting?
I ask because I have been running Lost Mine of Phandelver while knowing nothing of Forgotten Realms, and find it much more interesting to tweak the story, areas, and encounters from the module as I see fit, as opposed to having to memorize or look up which NPCs live in Phandalin, what their motives are, etc...
Also putting a Homebrew together on the side in the meantime that I might run after we get through Phandelver.
If you want to find out information about forgotten realms I'd probably advise you to get the d&d book sword coast adventurer's guide. It gave me a lot of information about the forgotten realms.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
@GreenWizard A few things specifically. The most is what I can draw on from lore already in the story. For instance my party is the new Brute Squad going to clear out the Thieves Forest. I'm using the supposed plot from Guilder from the story but in D&D land there will be more than just thieves in the forest. I'm also adding in some talk about people going missing from the forest and town. This is getting blamed on Count Rugen's experiments. In my world though he's also the spy master and poisoning Prince Humperdinks mind. There's also a lot of unrest in the kingdom based on the kings deteriorating health. Everyone knows the kingdom has gone to shit with Prince Humperdink running it.
The thieves forest is designed as a one shot but if the party wants to continue I can use locations from the story for other one shots. Like the fire swamp, the cliffs of insanity and maybe down the road doing some adventures with the dread pirate Roberts.
That's what happens when you wear a helmet your whole life!
My house rules