Since I alluded in yesterday’s post to a shift in how TSR approached the Forgotten Realms, it seems worthwhile to examine the point at which that shift became unmistakable: Shadowdale, the 1989 AD&D module by Ed Greenwood. The first of three linked adventures intended to usher the setting into Second Edition, Shadowdale also served to advance the “Time of Troubles” metaplot through which TSR fundamentally reshaped the Realms. Lest anyone think otherwise, let state at the outset that, as an adventure, Shadowdale is deeply flawed. As a historical artifact, however, it is far more compelling, marking a decisive change in how the Forgotten Realms was framed and understood, both by TSR and its audience.
In many respects, Shadowdale is not really an adventure module at all, at least not in the sense that term had traditionally been understood. Rather than presenting a locale to be explored or a problem to be solved, Shadowdale instead serves primarily as a vehicle for presenting unfolding setting events over which the player characters have no control. Certainly, the characters are present during moments of great importance, like the fall of the gods to Toril or the assault on Shadowdale by the Zhentarim, but their role is largely one of observation. Outcomes are predetermined, major NPCs dominate the action, and the larger flow of events proceeds regardless of player choice. The module reads less like an invitation to adventure than as a dramatization of a story someone else has already decided.
This represents a sharp departure from earlier presentations of the Forgotten Realms. In the version of the Realms seen in Greenwood’s many Dragon articles, the 1987 campaign set, and its early supplements, the Realms functioned as a richly detailed backdrop rather than an unfolding narrative. History was largely static, providing a deep reservoir of implications, ruins, and grudges for Dungeon Masters to draw upon. Even powerful NPCs, such as the much-derided Elminster, were framed less as protagonists than as fixtures of the setting. They were figures with their own agendas, but not the only drivers of action within the setting. There was still plenty of scope for the player characters to leave their marks on the world.
Shadowdale signals a shift away from that understanding. With the Time of Troubles, the Realms acquired a timeline with canonical turning points and inevitable outcomes. The fall and return of the gods is more than a bit of background; it's a story to be told and told in a particular way. The module establishes that such events will happen whether or not the players intervene, as well as that future products will assume they have happened exactly as written. In doing so, it subtly but decisively shifts ownership of the setting away from DMs and players and toward the publisher.
This is not simply a matter of railroading, though Shadowdale certainly does that. The deeper issue is one of priority. The module is designed to support novels, sourcebooks, and future adventures rather than to stand on its own as a flexible piece of play material to inspire. The prominence of NPCs makes sense in this context, because they are central to TSR's narrative of the Realms, but their dominance leaves little room for the player characters to matter in any meaningful way. At best, the PCs can assist, but, more often, they will simply, as I said above, observe.
I believe it would be deeply unfair to lay all of this at Ed Greenwood's feet. In retrospect, Shadowdale reads less like an expression of his original conception of the Forgotten Realms than like a compromise between that earlier vision and TSR’s late-80s priorities. Greenwood’s affection for his NPCs and his fondness for intricate lore were always present, but earlier Realms material generally kept these elements in the background. Here, under the pressure to launch Second Edition with a bang and to synchronize the setting with an ever-expanding range of novels, those tendencies are brought to the fore. The result is a Realms that feels less like a setting to be explored and more like a story to be witnessed.
Shadowdale and its sequels offer little opportunity for meaningful choice, improvisation, or emergent play. Encounters are often structured to showcase NPC competence rather than to test player ingenuity. Deviating from the expected course of events is not merely difficult but implicitly discouraged, as doing so threatens the integrity of the metaplot the module exists to establish. This is admittedly not new territory. TSR had been down this path already with Dragonlance, but here it feels even more jarring, at least to me, perhaps because Krynn only ever existed as a vehicle for storytelling whereas the Forgotten Realms was intended as something more open.
For all these shortcomings and more, Shadowdale is nevertheless important. Its influence was profound and long-lasting. It set the template for how the Forgotten Realms would be handled throughout much of the Second Edition era. For players and DMs who enjoyed that approach, the module represented an exciting moment of transformation. For others, especially those of us who valued the older conception of the Realms as a flexible sandbox, it marks the beginning of an estrangement that would only deepen in the years to come.
When the Time of Troubles happened, it really put restrictions on what a DM could have his players do in the Realms. Not only did you have the campaign world supplements, but the number of paperback novels to solidify what was canon. It overcomplicated things and made DMing the Realms laborious.
ReplyDeleteI didn't run/play in FR at the time - or ever really - but I liked it (unlike DL, which I hated). The first boxed set was a great setting. Yes, there were high level NPCs, but not an overwhelming number of them, and high level NPCs ought to be present to be in accord with the implied setting of AD&D 1E. The setting had enough detail to be useful, but not a strangling amount of information. Then, they ruined it.
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