Ed Greenwood is a Canadian-born fantasy writer and the original creator of the Forgotten Realms game world. He began writing articles about the Forgotten Realms for Dragon magazine beginning in 1979, subsequently sold the rights to the setting to TSR, the creators of the Dungeons & Dragons roleplaying game, in 1986, he has written many Forgotten Realms novels, as well as numerous articles and D&D game supplement books. Ed Greenwood grew up in the upscale Toronto suburb of Don Mills, he began writing stories about the Forgotten Realms starting in the mid 1960s. Greenwood conceived of the Forgotten Realms as one world in a "multiverse" of parallel worlds which includes the Earth, he imagined such worlds as being the source of humanity's legends. Greenwood soon became a regular player, he used the Realms as a setting for his campaigns, which centered around the fictional locales of Waterdeep and Shadowdale, locations that would figure prominently in his writing. According to Greenwood, his players' thirst for detail pushed him to further develop the Forgotten Realms setting: "They want it to seem real, work on'honest jobs' and personal activities, until the whole thing into far more than a casual campaign."Beginning with the periodical's 30th issue in 1979, Greenwood published a series of short articles that detailed the setting in The Dragon magazine, the first of, about a monster known as The Curst.
He wrote voluminous entries to Dragon magazine, using the Realms as a setting for his descriptions of magic items and spells. In 1986, the American game publishing company TSR began looking for a new campaign setting for the Advanced Dungeons & Dragons game, assigned Jeff Grubb to find out more about the setting used by Greenwood in his articles for Dragon magazine. According to Greenwood, Grubb asked him "Do you just make this stuff up as you go, or do you have a huge campaign world?". TSR felt that the Forgotten Realms would be a more open-ended setting than the epic Dragonlance setting, chose the Realms as a ready-made campaign for AD&D 2nd Edition. Greenwood agreed to work on the project, began to prepare his Forgotten Realms material for official publication, he sent TSR a few dozen cardboard boxes stuffed with pencil notes and maps, sold all rights to the Realms for a token fee. The following year, Greenwood used this material as a basis for writing the Forgotten Realms Campaign Set along with coauthor Jeff Grubb.
The campaign setting was a major success, Greenwood continued to be involved with all subsequent incarnations of the Forgotten Realms in D&D. He retained the rights to his fictional universe and went on to write numerous Forgotten Realms novels. Many of these center around the wizard Elminster, whom Greenwood has portrayed at conventions and gaming events. Greenwood feels his work on the Realms that he likes best are "those products that impart some of the richness and color of the Realms, such as the novel I wrote with Jeff Grubb, Cormyr, he found that it has been easy to keep his enthusiasm for the Realms over the years, as so many people care about it, ask him questions about the world's lore, share with him what they have done. He has stated that the Forgotten Realms, as run by him in his own games, is more "dark" and edgy than it is in sanctioned, published works. Greenwood has been contributing editor and creative editor of Dragon magazine. Greenwood has published over two hundred articles in Dragon Magazine and Polyhedron Newszine, is a lifetime charter member of the Role Playing Game Association network, has been Gen Con Game Fair guest of honor many times.
Greenwood has written over thirty-five novels for TSR, written, co-written, or contributed to over two hundred books and game products from other publishers. Greenwood has contributed to The Book of All Flesh, an anthology based on All Flesh Must Be Eaten, written short stories based on the Silver Age Sentinels role-playing game. Greenwood's Castlemourn setting was published by Margaret Weis Productions, he is co-creator of the Mornmist fantasy setting. He has contributed to most Forgotten Realms gaming accessories, authored many more—including the detailed Volo's Guide series—and continues to DM his own campaign, he writes regular Realmslore columns for the Wizards of the Coast website. In addition to all these activities, Greenwood works as a library clerk and has edited over a dozen small press magazines; when not appearing at conventions, he lives in an old farmhouse in the countryside of Ontario. As of 1998, Greenwood lived in applegrowing country on Lake Ontario, still working full-time at the North York Community Library, as he had since 1974, continued to run his original Waterdeep campaign with the same core group he started with, albeit meeting only sporadically.
He has stated that it is important for people who do freelance writing for roleplaying games to be active as both players and as dungeon masters. Greenwood is an award-winning game designer, he was inducted into the Gamer's Choice Hall of Fame in 1992 and the Academy of Adventure Gaming's Hall of Fame in 2003. Shandril's Saga Spellfire.
Chris Perkins (game designer)
Christopher Perkins is a Canadian American game designer and editor, known for his work on Wizards of the Coast's Dungeons & Dragons role-playing game as the senior story designer. Under the pen name "Christopher Zarathustra", Perkins got his career start in 1988 writing the adventure "Wards of Witching Ways" for Dungeon magazine #11, he officially joined Wizards of the Coast in 1997 as the editor of Dungeon magazine. A few years he was promoted to editor-in-chief of Wizards periodicals. Perkins became the senior producer for the Dungeons & Dragons role-playing game, leading the team of designers and editors who produce Dungeons & Dragons products. Perkins was the story manager for Dungeons & Dragons in 2007 before the release of the game's fourth edition. Perkins was working on the Star Wars Saga Edition while Dungeons & Dragons fourth edition was being developed, ideas flowed back and forth between Perkins and the fourth edition team, he was on the SCRAMJET team, led by Richard Baker, including James Wyatt, Matthew Sernett, Ed Stark, Michele Carter, Stacy Longstreet.
Perkins was the Lead Story Designer of the Ravenloft fifth edition reboot Curse of Strahd, released in 2016. Perkins wrote a blog, "The Dungeon Master Experience", on the Wizards of the Coast website for over two years, where he shared tricks and advice about the challenge of "dungeon mastering" a campaign through the lens of his homebrew world, Iomandra. However, in the penultimate posting of March 2013, he announced the following posting would be the last "at least for a while", whereupon the blog became inactive, he was the longtime Dungeon Master for the Acquisitions Incorporated Dungeons & Dragons games at the Penny Arcade Expo, until PAX Unplugged 2018. Since 2016, Perkins has been the Dungeon Master in the Twitch livestream Dice, Action, a live play-through of Dungeons & Dragons' latest story lines, he has guest starred twice on the Dungeons & Dragons-based show, Critical Role. In his free time, Perkins runs a Dungeons & Dragons campaign set in his homegrown world of Iomandra
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines. There are several forms of role-playing games; the original form, sometimes called the tabletop role-playing game, is conducted through discussion, whereas in live action role-playing, players physically perform their characters' actions. In both of these forms, an arranger called a game master decides on the rules and setting to be used, while acting as the referee. Several varieties of RPG exist in electronic media, such as multiplayer text-based Multi-User Dungeons and their graphics-based successors, massively multiplayer online role-playing games. Role-playing games include single-player role-playing video games in which players control a character, or team of characters, who undertake quests, may include player capabilities that advance using statistical mechanics.
These electronic games sometimes share settings and rules with tabletop RPGs, but emphasize character advancement more than collaborative storytelling. This type of game is well-established, so some RPG-related game forms, such as trading/collectible card games and wargames, may not be included under the definition; some amount of role-playing activity may be present in such games. The term role-playing game is sometimes used to describe games involving roleplay simulation and exercises used in teaching and academic research. Both authors and major publishers of tabletop role-playing games consider them to be a form of interactive and collaborative storytelling. Events and narrative structure give a sense of a narrative experience, the game need not have a strongly-defined storyline. Interactivity is the crucial difference between traditional fiction. Whereas a viewer of a television show is a passive observer, a player in a role-playing game makes choices that affect the story; such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story.
While simple forms of role-playing exist in traditional children's games of make believe, role-playing games add a level of sophistication and persistence to this basic idea with additions such as game facilitators and rules of interaction. Participants in a role-playing game will generate an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief; the level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes. Role-playing games are played in a wide variety of formats ranging from discussing character interaction in tabletop form to physically acting out characters in LARP to playing characters in digital media. There is a great variety of systems of rules and game settings. Games that emphasize plot and character interaction over game mechanics and combat sometimes prefer the name storytelling game; these types of games tend to minimize or altogether eliminate the use of dice or other randomizing elements.
Some games are played with characters created before the game by the GM, rather than those created by the players. This type of game is played at gaming conventions, or in standalone games that do not form part of a campaign. Tabletop and pen-and-paper RPGs are conducted through discussion in a small social gathering; the GM describes its inhabitants. The other players describe the intended actions of their characters, the GM describes the outcomes; some outcomes are determined by the game system, some are chosen by the GM. This is the format; the first commercially available RPG, Dungeons & Dragons, was inspired by fantasy literature and the wargaming hobby and was published in 1974. The popularity of D&D led to the birth of the tabletop role-playing game industry, which publishes games with many different themes and styles of play; the popularity of tabletop games has decreased since the modern releases of online MMO RPGs. This format is referred to as a role-playing game. To distinguish this form of RPG from other formats, the retronyms tabletop role-playing game or pen and paper role-playing game are sometimes used, though neither a table nor pen and paper are necessary.
A LARP is played more like improvisational theatre. Participants act out their characters' actions instead of describing them, the real environment is used to represent the imaginary setting of the game world. Players are costumed as their characters and use appropriate props, the venue may be decorated to resemble the fictional setting; some live action role-playing games use rock-paper-scissors or comparison of attributes to resolve conflicts symbolically, while other LARPs use physical combat with simulated arms such as airsoft guns or foam weapons. LARPs vary in size from a handful of players to several thousand, in duration from a couple of hours to several days; because the number of players in a LARP is larger than in a tabletop role-playing game, the players may be interacting in separate physical spaces, there is less of an emphasis on maintaining a narrative or directly entertai
Forgotten Realms is a campaign setting for the Dungeons & Dragons fantasy role-playing game. Referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years Greenwood brought the setting to the D&D game as a series of magazine articles, the first Realms game products were released in 1987. Role-playing game products have been produced for the setting since, as have various licensed products including novels, role-playing video game adaptations, comic books; the Forgotten Realms is one of the most popular D&D settings due to the success of novels by authors such as R. A. Salvatore and numerous role-playing video games, including Pool of Radiance, Eye of the Beholder, Baldur's Gate, Icewind Dale and Neverwinter Nights; the Forgotten Realms is a fantasy world setting, described as a world of strange lands, dangerous creatures, mighty deities, where magic and supernatural phenomena are quite real.
The premise is that, long ago, the Earth and the world of the Forgotten Realms were more connected. As time passed, the inhabitants of planet Earth have forgotten about the existence of that other world – hence the name Forgotten Realms. On the original Forgotten Realms logo, used until 2000, small runic letters read "Herein lie the lost lands", an allusion to the connection between the two worlds; the focus of the Forgotten Realms setting is the continent of Faerûn, part of the fictional world of Abeir-Toril called Toril, an Earth-like planet with many real-world influences. Unlike Earth, the lands of the Forgotten Realms are not all ruled by the human race: the planet Toril is shared by humans, elves, goblins and other peoples and creatures. Technologically, the world of the Forgotten Realms is not nearly as advanced as that of Earth. However, the presence of magic provides an additional element of power to the societies. There are several nation states and many independent cities, with loose alliances being formed for defense or conquest.
Trade is performed by ship or horse-drawn vehicle, manufacturing is based upon cottage industry. Toril consists of several large continents, including Faerûn, the western part of a continent, modeled after the Eurasian continent on Earth. Faerûn was first detailed in the original Forgotten Realms Campaign Set, published in 1987 by TSR; the other continents include Kara-Tur, Zakhara and other yet unspecified landmasses. Kara-Tur corresponding to ancient East Asia, was the focus of its own source book Kara-Tur: The Eastern Realms, published in 1988. There is a vast subterranean world called the Underdark beneath the surface. Various products detailing specific areas of Faerûn, such as the 2nd edition FR13 Anauroch, FR15 Gold and Glory, FR16 The Shining South, FRS1 The Dalelands, have been released, through these much of the continent has been detailed and documented, creating a developed setting. In early editions of the setting, The Realms shared a unified cosmology with various other campaign settings called the Great Wheel.
In this way each of the Dungeons & Dragons campaign settings were linked together to form one interwoven world connected by various planes of existence. With the release of the 2001 Forgotten Realms Campaign Setting, the setting was given its own distinct and separate cosmological arrangement, with unique planes not explicitly connected to those of the other settings. Religion plays a large part in the Forgotten Realms, with deities and their followers being an integral part of the world, they do not have a passive role, but in fact interact directly in mortal affairs, answer prayers, have their own personal agendas. All deities must have worshipers to survive, all mortals must worship a patron deity to secure a good afterlife. A huge number of diverse deities exist within several polytheistic pantheons. Much of the history of The Realms detailed in novels and source books concerns the actions of various deities and The Chosen such as Elminster, Fzoul Chembryl and the Seven Sisters. Above all other deities is the Overlord.
Ao does not sanction distances himself from mortals. He is single-handedly responsible for the Time of Troubles, or Godswar, as seen in The Avatar Trilogy; the setting is the home of several iconic characters popularized by authors, including Elminster the wizard, who has appeared in several series of novels created by Greenwood himself, Drizzt Do'Urden, the popular Drow, or dark elf, ranger created by R. A. Salvatore. Ed Greenwood began writing stories about the Forgotten Realms as a child, starting around 1967. Greenwood came up with the Forgotten Realms name from the notion of a multiverse of parallel worlds. In Greenwood's original conception, the fantastic legends of Earth derive from a fantasy world, the way to, lost. Greenwood discovered the Dungeons & Dragons game in 1975, became a serious role-playing enthusiast with the first AD&D game releases in 1978; the setting became the home of Greenwood's personal campaign. Greenwood began a Realms campaign in the city of Waterdeep started another group known
Jonathan Tweet is an American game designer from Rock Island, Illinois, involved in the development of the role-playing games Ars Magica, Over the Edge, the third edition of Dungeons & Dragons and 13th Age, the Collectible Miniatures Game Dreamblade. In 2015 Tweet released Grandmother Fish, a full-color, full-sized book about evolution aimed at preschoolers. In 2018 Tweet released Clades and Clades Prehistoric, two card games for children and adults which demonstrate the concept of a clade. Native to Rock Island, Tweet is the son of Roald Tweet, Augustana College professor emeritus and a popular local historian, Margaret Tweet. Jonathan Tweet started playing D&D in the 1970s, when his father gave him his first Dungeons & Dragons game, he played with a group of college students, although he says, "but the DM killed me off... because he didn't want a twelve-year-old in his group". Tweet formed his own gaming group by recruiting classmates. Tweet graduated from Rock Island High School class valedictorian in 1983.
He majored in sociology at his parents' alma mater, St. Olaf College in Minnesota. Jonathan Tweet and Mark Rein-Hagen founded Lion Rampant in 1987, while students at St. Olaf College where they met Lisa Stevens who joined the company, his article "Egyptian Magic for Call of Cthulhu" appeared in Different Worlds #47, the magazine's final issue. In 1987, Tweet and Rein-Hagen designed the game Ars Magica, a game centered around wizards in the Middle Ages. Tweet left the RPG industry in 1989 to start a new career. Tweet wrote Festival of an adventure published by Atlas Games for Ars Magica. Tweet continued to run a game for a group in Rock Island and wrote about the game "Al Amarja" in Alarums and Excursions, his design on Over the Edge notably involved a subjective approach. Lisa Stevens suggested that Tweet revise the Talislanta rules for Wizards of the Coast and write its first new adventure. Tweet wrote the adventure Apocalypse for Mayfair Games' Role Aids line. Nephew and Tweet designed On the Edge, a collectible card game based on Over the Edge.
Tweet became a full-time employee of Wizards of the Coast in June 1994, heralded in new lines from Wizards, the first of, Ars Magica acquired at Tweet's suggestion. Tweet designed Everway, first published by Wizards of the Coast in 1995. After Wizards of the Coast moved away from role-playing games, Tweet worked on Portal, a Magic: The Gathering set designed to help new players learn the game. Tweet was lead designer on the third edition of Dragons. Tweet, Monte Cook, Skip Williams all contributed to the 3rd edition Player's Handbook, Dungeon Master's Guide, Monster Manual, each designer wrote one of the books based on those contributions. Tweet oversaw the team designing the Chainmail Miniatures Game, while Skaff Elias did the main design work and Chris Pramas designed the world. Tweet became the head of the miniatures group, the Dungeons & Dragons Miniatures Game was the work of Tweet, Rob Heinsoo, Skaff Elias. On December 2, 2008 Tweet was laid off from Wizards of the Coast.13th Age a d20 System RPG, designed by Heinsoo and Tweet was published by Pelgrane Press on August 3, 2013.
The pre-release version was a nominee for the RPG Geek RPG of the Year 2013. In 2015 Tweet published Grandmother Fish, a Kickstarter-funded book described as "the first book to teach evolution to preschoolers". While criticized by creationist organizations, it has been praised by science educators. In 2018 Tweet, along with children's science illustrator Karen Lewis, released two card games and Clades Prehistoric; these animal matching games are intended to be used as tools to teach about evolution. An atheist since grade school, Tweet has devoted much of his personal website to his views on religion, in particular on the historical Jesus, he blogs about religion on the Secular Sunday School blog. Tweet and his wife Tracy moved to Seattle, Washington in 1994. Tracy died from multiple sclerosis in 2008, he continues to live in the Seattle area with his daughter. "TIES Webinar: Jonathan Tweet, author of Grandmother Fish". Richard Dawkins Foundation for Reason & Science. Richard Dawkins Foundation, Center for Inquiry.
Retrieved 25 August 2018. "Jonathan Tweet". Pen & Paper. Archived from the original on September 30, 2007. Retrieved June 9, 2013. My First Gen Con: Jonathan Tweet Is Amazon going to challenge Zynga in social games? Wizards: Peter on the Cusp, Part Ten. Jonathan Tweet Interview, RPG Review, April 7, 2011. Retrieved June 9, 2013. 13th Age – My D & D Next: An interview with Rob Heinsoo, Jonathan Tweet and Lee Moyer, December 17, 2012. Retrieved June 9, 2013. "13th Age: The New Tabletop Game From The Lead Designers Of 3rd And 4th Edition Dungeons And Dragons", Forbes.com. May 20, 2013. Retrieved June 9, 2013
Michael Mearls is a writer and designer of fantasy role-playing games and related fiction. He is the senior manager for the D&D design team, he led design for the 5th edition of the game. He worked on the Castle Ravenloft board game, various compendium books for 3rd and 4th edition D&D. Mearls is an alumnus of Dartmouth College. While at Dartmouth he was a member of Sigma Nu fraternity, became known for a satiric letter to the campus paper. Mearls wrote the adventure To Stand on Hallowed Ground/Swords Against Deception for Fiery Dragon Productions and the last product from Hogshead Publishing, a Warhammer adventure titled Fear the Worst that Hogshead released for free on the internet, he designed the game Iron Heroes for Malhavoc Press. In June 2005, Mearls was hired as a designer by Wizards of the Coast. At Wizards, he served as a lead developer for Dragons R&D working on the new 4th Edition. Between the "Orcus I" and "Orcus II" design phases for fourth edition, Mearls spliced the encounter-power mechanics of fourth edition into Tome of Battle: The Book of Nine Swords, in process during development of the new edition.
Along with Andy Collins, David Noonan, Jesse Decker, Mearls was part of Rob Heinsoo's "Flywheel" design team for the fourth edition of Dungeons & Dragons, did the final concept work from May 2006 to September 2006, before the first books for the edition were written and playtested. After Heinsoo was laid off in 2009, Mearls stepped up to become the new D&D Lead Designer, he co-designed the Castle Ravenloft Board Game with Bill Slavicsek. Mearls was, together with Jeremy Crawford, lead designer for the fifth edition of Dungeons & Dragons. Iron Heroes role playing game. "The Siege of Durgham's Folly," from Necromancer Games Dungeons & Dragons 4th Edition Player's Handbook 2 Dungeons & Dragons 4th Edition Monster Manual 3 Dungeons & Dragons 4th Edition Keep on the Shadowfell, Adventure Book Playtest: New Hybrid and Multiclass Options, Dragon magazine #400 Dragon magazine #360 "Mike Mearls in the Pen & Paper RPG Database". Archived from the original on January 1, 2009