Wednesday, February 11, 2026

Retrospective: Forgotten Realms Adventures

After spending last week’s Retrospective criticizing Shadowdalethe product intended to help transition the Forgotten Realms AD&D setting into Second Edition, I thought it might be worthwhile to take a more positive look at another release from shortly thereafter: the 1990 hardback Forgotten Realms Adventures. Written by Jeff Grubb and Ed Greenwood, the same duo behind the original 1987 Forgotten Realms boxed set, Forgotten Realms Adventures (or FRA, as my friends and I called it) functioned as a bridge between that First Edition boxed set and the newly released Second Edition rules. Unlike Shadowdale, I have far more positive associations with this book. While it isn’t without flaws, it’s better written and, more importantly, genuinely useful.

At 154 pages long, Forgotten Realms Adventures is shorter than either the Second Edition Player's Handbook or Dungeon Master's Guide, but it still feels much of a piece with them in terms of its layout, art, and graphic design. If you like that sort of presentation, with its cramped three-column text, blue highlights, and Stephen Fabian interior artwork broken up by full-color, full-page illustrations by icons of the Silver Age, like Caldwell, Easley, and Elmore, then you'll in for more of the same. If, like me, you merely tolerate it as an artifact of its era, you'll probably be less happy. (And if you actively dislike it, odds are good you never bought or played any AD&D 2e stuff to begin with.)

Content-wise, the book is, quite literally, a mixed bag. Its first chapter is devoted to updating the Realms to not merely Second Edition but also to the consequences of the Time of Troubles/Avatar Crisis. A whole post (or series of them) could probably be written about the whys and wherefores of TSR's changes to the Forgotten Realms setting (which had already been changed from Greenwood's vision in several ways), but, in the interests of brevity, I'm going to gloss over most of them here. What's most important to understand is that the aforementioned Time of Troubles involved the fall of the gods from their Outer Planar homes to the Realms, thereby throwing the setting into chaos.

That chaos was intended by TSR as cover for introducing changes to the Forgotten Realms. Some of those changes were necessitated by changes in the rules of Second Edition, while others were to make the setting more amenable to the "angry mothers from heck," who'd been plaguing the game almost since its inception. Given that, Forgotten Realms Adventures isn't a completely coherent book. It's written and presented more like one of those annual encyclopedia updates some of us probably remember from our youths. The goal here is to give players and Dungeon Masters involved in Realms campaigns with all the rules and setting information necessary to use it with the newly-released 2e – at least until the release of a natively 2e boxed setting in 1993.

That first chapter is actually pretty good in my opinion, largely delivering on the promise of Second Edition to make AD&D more flexible and receptive to setting-specific changes. So, there's discussion on how, for example, certain classes fit into the Realms and what 2e options for them should be employed. Chapter 2 expands on this approach by focusing on priests, whose powers and abilities depend heavily on the details of the setting. Those first two chapters are nearly forty pages long and, while that might seem like a lot, most of the material is only vital if you're making use of a specific character class in play. That's why I made the comparison with those old encyclopedia updates. Forgotten Realms Adventures is not a book you're meant to read cover to cover but refer to when needed.

As a setting, the Forgotten Realms is known for two things: the prevalence of magic and Ed Greenwood's love of setting detail. The bulk of the book provides both in copious amounts. Chapter 3 offers up many, many new wizard spells, while Chapter 4 describes two dozen settlements, large and small, within the setting. These descriptions include both a high-level map of the location and a key of important places and people within it. These are very useful and something I appreciated at the time, when I was refereeing a Realms campaign. Chapter 5 looks at several important secret societies within the setting and Chapter 6 looks at gems and jewelry, a topic Greenwood had previously covered in issue #72 of Dragon (April 1983).

As I said, FRA is a mixed bag of content. It's not as well presented as, say, Dragonlance Adventures, but neither is it the mess that was Greyhawk Adventures. It's not really a stand-alone book. It's clearly written for people who are already making use of the Forgotten Realms setting and who already know its ins and outs. For those people – and I was one of them – this was a good and useful addition to my AD&D library and I regularly turned to it in play. However, it has minimal to no utility for anyone else. It's completely useless as a primer to the Realms, which is almost assuredly the reason TSR decided a couple of years later to release a new and expanded boxed version of the setting (about which I'll talk next week). Of course, that was never the book's purpose and I think it unfair to judge it on that basis. Viewed as an update to an existing setting, I thought it quite decent and, even after all these years, still have considerable affection for it, warts and all.

3 comments:

  1. My main beef with it was the completely absurd city population figures. In general, as much as I like the FR as a setting to play in (mostly because of the amount of NPCs and other stuff that can be dropped into an adventure), the lack of consistency has always bothered me. For instance, the main campaign area is made up of city-states; there are very few nations, even feudal ones. It feels like an American frontier wet dream—just a bunch of oversized settlements that are there to support anarchic adventuring.

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  2. Too negative or with faint praise.

    This book was important to me back in the day because of the Avatar Trilogy. Artwork is phenomenal.

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  3. I believe that FR's Adventure is one of those supplements that set the standard at the time. It solved several problems and was rich in content on every page.
    Finally, there were specialist priests, with their ethos, beliefs, and descriptions. The powers attributed to them were balanced, very different from those in Powers and Pantheon, which came later. There was a nice section on spells, there were cities that provided numerous ideas and could always come in handy, there were treasures, and there was advancement - frankly useless - up to level 30. I remember all this without having to look back at the book. This shows how much it impressed me in those years. I would still give the volume an excellent 8.5/10 today.

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