INTERROGATION OF THE REALM

 

How do I make a Realm design?

Why are you doing this?
In what order do I play the games?
How much will there be when it's finished?
What changes are there from the original modules?
Why do all the games start out with zero experience?
What's all this about Find Traps spells?
All right, I'm looking...Where are all the new items?
What's wrong with searching?
What do I do with the items in my inventory?
Should I map?
How do I know when I have finished a game?
Are there any pre-made parties available?

 


Why are you doing this?

My original idea was that UA was going to be five years old in 1998, and that this would be a great anniversary tribute, going back to its roots in standard AD&D. Of course, Since it is only roughly one-quarter done, The Realm might be a better ten-year anniversary tribute.

 


In what order do I play the games?

My first answer is, in whatever order you want! When finished, that will be part of the glory of The Realm, you'll be able to piece together a UA campaign just as you would a pen and paper one. There is a more structured routine available, though, since I am making the games by region. If you check the list at the top of each region as I complete it, there is a suggested order of modules. A lot of thought went into the placement of these modules, and care was taken that sufficient items are available to be successful throughout (for instance, near Guidio's Fort, which is plagued by hobgoblins, is the Lost Tower of Castanamir, where you may remember an encounter with stranded hobgoblins in the kitchen...).

Also, though, I have reserved the most challenging adventures for the final series, which will be completed last. As Introduction explains, demons, devils and huge bands of giants plague the northlands, where only the bravest may tread.

 


How much will there be when it's finished?

Just like any other ongoing campaign world, The Realm may never be completely finished. Currently, I have finished only one of the four regions, the Eastlands. Next I will be working on completing the Westlands, and then the Southlands. Finally, I will convert the Northlands. After that I will likely make a stand alone design that uses several of the cities I have made in those four regions, a new adventure that spans The Realm. When all is done, I will work on what I call the "Final Diamond" adventures, which take the party through Nightmare Keep, Death's Ride, The Endless Stair, Dragonspear Castle and, ultimately, Against the Giants! But I imagine Acererak would be upset if mere second-edition fire giants could be the climax of The Realm....

 


What changes are there from the original modules?

Naturally, there are some encounters which could not be dealt with perfectly in UA, but I assure you that I did my best to incorporate the majority of those encounters regardless, one way or another. Most, and I do mean most, of the events are exactly as they appeared in the original text. Only two major changes have been made:
1. The maps have been redrawn where necessary to both fit on the map grid and compensate for UA's thirty-foot line of sight. Sorry, not much I could do for those round rooms, but at the same time I hate big, empty rooms that are supposed to be crowded.
2. To avoid a Monty Haul campaign, I made a catalog of every magic item in every module I own. While this was partially for use in the items files, it also served to give me a perspective of whether a magic items should remain in a given location. The two factors of such a decision were, Does the magic item fit here, and, Will the party have another chance to find at least one of these?

 


Why do all the games start out at zero experience points?

All Realm games, no matter how difficult, start out with first level characters with thirty-five pieces of gold in their pockets. There are two reasons for this, as well.
1. This is meant to be a campaign world. In my pen and paper campaign every character starts at first level, despite the fact that we have a 21st level cleric among our ranks. This allows every character the same opportunities to develop.
2. There is no way to determine what magic a party will have at a given time. It is possible that the only weapon a third-level party carries is a +2 longsword; but that weapon would be very important in a battle with a lone gargoyle. By the same token, to make a party with all +1 equipment given them at start would be the opposite extreme.

 


What's all this about Find Traps spells?

One of my greatest pet peeves in UA is when a designer is too lazy to put in the extra events for a Find Traps spell. While The Realm is not perfect to say the least, I was adamant about use of this spell. If you cast find traps, I feel safe in saying it will alert you to the presence of every mechanical trap and MOST magical ones. Sometimes, I have to admit, the magic falters when trying to detect glyphs and the like. Such things could, I suppose be warded against detection, though.

 


Where are all the new items?

In case you haven't noticed, the emphasis in The Realm is to create a coherent, sensible campaign setting. Reading the Game00, Introduction does more than provide a backdrop, it clues you in to important notes on the setting in general. Along the same lines, some items can only be found in the proper locations. Not many warriors in Hommlet know how to use a war boomerang, and armorers at the Keep on the Borderlands are hammering out platemail, not fine-tuning suits of full plate. Look around, use forethought, and you'll do well.

 


What's wrong with searching?

The Realm actively discourages a party from constant searching. First of all, it doesn't make sense. If monsters are lurking around every corner, not many parties want to spend ten minutes to travel ten feet. The following is taken into account in The Realm:
1. Searching takes ten times as long. Ten minutes pass with each step, making you ten times as likely to encounter a wandering encounter (if there are such in your location).
2. Searching involves actually searching. Most town watchmen and the like do not appreciate strangers poking around in their business.
BUT
3. In some locations you will find that you simply need to pass time. Most notably is the first day in the city of Specularum in Game05, The Veiled Society. Your party has one full day to purchase equipment and find its way around the city, but hours are likely to remain. Searching in that instance can be seen as 'walking around, shuffling your feet.' Of course, there are other ways to waste time in the city.

 


What do I do with the items in my inventory?

In Realm games, inventory items generally fall into three categories. First, and most commonly, are items that are automatically used by your party. UA checks to see if you have a given item, and then uses it if your PCs have acquired it. These items require little effort on the part of the player, the challenge is mostly in finding or acquiring them. Some designs use a second sort of item, though, the treasure item. This is an item that represents a treasure that your party has found during the course of its adventures. Take such items to a shop to sell them, but be sure you take the proper items to the proper shops! Third, and most rare, are items which require direct player action to be used. These items appear relevantly in the conversion of Realm Game 25, WG4 The Forgotten Temple of Tharizdun. Be careful when typing in item names that you type the name exactly as it appears in your inventory.


Should I keep a map?

Mapping is a process that can seem boring and tedious, but is often the hallmark of a serious player, either in an actual role-playing game or in a computer game such as UA. In a "live" environment, mapping can save PCs from starvation or getting lost once all the monsters are defeated. In UA, mapping can prevent the boredom that results when a dungeon is cleared and the party must find its way home. Keep in mind that these are conversions made as loyally as possible to the original products; there are no extra monsters thrown in to keep the party moving. If all the monsters are dead, all that remains is to pack up and go home. Adding such random monsters would make The Realm more an emulator of Gauntlet than one of classic AD&D.


How do I know when a game is over?

With rare exceptions, each Realm game ends with a clear statement that the adventure is over. Most often, bonus experience is awarded based on individual objectives met during the course of play. Sometimes even minor heroic deeds can bring about a positive experience award in the end. However, as part of a campaign series, Realm games almost never eject you from play after this message is delivered. Your party will be left on an overland map, free to walk the four regions of The Realm until you find your next adventure hook. Ideally, an entire Realm campaign could be played without ever leaving UAShell.

To date only two Realm games do not have such a "lingering ending." They are Game 01, A1-4 The Aerie of the Slave Lords; and Game 25, S4 and WG4 Tsojcanth and Tharizdun.


Are there any pre-made player characters?

To promote campaign play, The Realm originally did not provide any pre-made parties for gaming use. However, many and frequent emails have persuaded me that the majority of players would appreciate a set of six pre-made characters. One gamer has stated his intention to upload a pre-made party to giga's UA site, thus making at least one option available. Additionally, Realm games designed for the Southlands campaign will be presented with a pre-made party that can be used throughout the campaign, whose stats will increase with each adventure.


How do I make my own Realm game?

Anyone is welcome to make a new Realm design. Just download the basic worldhack files that appear in every Realm design, and feel free to mess around with any other file in the game to give it a distinctive appearance flavor unique to your design.

Here are some things to keep in mind when designing a Realm game, in order to maintain the same feel that exists in the current designs that are available:

1. Realm games are written in the second-peron singular tense, so the game speaks directly to the person at the keyboard as if he is the leader of an adventuring party and calls all the shots. Gender-specific terminology should be avoided whenever possible when referring to party members, to allow for female PCs and gamers. When using gender-specific pronouns is required for some reason, however, existing Realm games are written to a male audience.

2. When referring to the PCs, the Realm routinely refers to them as a group of friends. The terms party or group are impersonal and desensitized, and appear only rarely, usually in verbatim boxed text.

3. In creating new items, be careful not to add any item that the party will not be able to take from one adventure to the next. The goal is 100% compatibility.

4. One of hallmarks of The Realm campaign is its careful use of find traps. While no one is perfect, a concentrated effort has gone into rewarding gamers for careful play. If you use traps, please enable the Find Traps spell.

5. Don't assume that a party will have a certain powerbase. Any group of any level should be able to play any adventure. If someone wants to walk through a first level adventure with his twentieth-level group, it would be very frustrating to read text stating that his group is overpowered by four dozen kobolds. There should be a melee involved, which any low-level group would lose, but high level characters would win.

6. Be careful in event structure. If there is a chest, use a quest event to ensure that the chest remains until it is opened, and consider using that same quest to then trigger an event stating that there is now an empty chest. Try to give the semblance of a real, functioning world whenever possible.





Send me your thoughts and questions via Flopsymail in The Realm!


Follow Mr. Flopsy Ears back to The Realm

This list may contain trademarked material owned by TSR, Inc, which is in turn owned by Wizards of the Coast, Inc, and is only found on this website as an aide to play in The Realm.