why is there such a detailed system for dragon capturing and selling in the 1987 FR campaign set? Did any of your home groups at the time do it? Is it some hidden common adventuring party thing in the Realms? No, it was common in D&D at the time: adventurers generating income by bringing monster trophies (hides, organs, claws, fangs), live caged beasts, and eggs back to cities and selling them. So someone at TSR threw it in.#Realmslore
— Ed Greenwood (@TheEdVerse) February 10, 2020
Oh heavens, I have a setting with some… relevance, and now I seek this to compare notes.
Might either of you have a much-appreciated citation on this handy?What is this weird hunger for citations? I write things, and others cite them, often years later. Isn't that how it works? ;}— Ed Greenwood (@TheEdVerse) February 10, 2020
As a follow up question for Ed though, are the rules on the preceding page for powering up dragons statistically your design? We know you prefer smarter, more unique dragons which would fit those stronger stats, as opposed to wyrms off random encounter tables.
— Erika Is Done Hiding (@icequeenerika) February 10, 2020
1)
No. “Hard” game rules were done in-house in the Old Grey Box; I sent Jeff Grubb package after package of world lore, and the only “game” rule/format thing I did in that product was insist on the hex acetate overlay, so we could have hex-free maps.
I do prefer. 2)
…my dragons to be smart and not foolishly vain, and to have back stories, aims in life, hobbies, and so on. And they're supposed to be formidable; Gary Gygax baked that into the game (hence its name).#Realmslore— Ed Greenwood (@TheEdVerse) February 11, 2020