Forgotten realms gods11/12/2022 ![]() The Forgotten Realms, as a setting, are kind of like a puzzle made up entirely of circular pieces. If yur answer to all of these is just "because of magic", that just feels like lazy writing you got around by adding sparkles. It's just a lot of cognitive dissonance how would this have developed, why would anyone do this etc etc. Why would anyone use super expensive magic if simple things would provide. Our solution: longer footbridges into the water. FG's solution: Magical canoes that counteract this. As the water ebbs and flows, the tide is very unstable to the needs of the citizens. I know, there is an argument to be made for me having no clue what magical societies would grow like, but come on, there is a certain suspense of disbelief you shouldn't cross.įor example: My group recently visited a city that is close to the Mere of Dead Men. No society would grow in the way the maps I know are presented. That being said: Nothing makes any sense and some things are just weird and terrible writing. Of course this leads to the usual "it's generic" complaints and while I agree, I also think it's part of the draw, especially because many came to know it through video games etc. If you have hardly ever dealt with fantasy, you'll still get along in Forgotten Realms. Part of it is why I like the setting: it's everyone's comfort zone. There are a few other reasons, but I feel those cover the big ones. 4e almost fixed this with its exarchs approach, but people disliked the changes so they didn't stick. Too many gods: I prefer an Elders Scrolls approach, where there are maybe two pantheons of gods and every culture just has a different interpretations of them. I like Golarion so this isn't an instant demerit, but that is because I think Golarion is constructed with greater thought as to how everything fits together, whereas Forgotten Realms just sort of grew and expanded over the course of 30 years without a guiding vision as to how it would do that, and it shows. Forgotten Realms is a kitchen sink setting, which has its advantages and disadvantages. When I play Spelljammer, I know I am playing D&D in space. No big, central idea: When I play Dark Sun, I know I am playing a post-apocalyptic desert world. Major events like the Time of Troubles and Spellplague come along and tend to mean that My Forgotten Realms will either have to diverge further and further from canon, or invalidate player accomplishments by accepting the Realms-shaking events happened. Lots of metaplot: I don't care for a setting which is constantly changing. High level NPCs: I prefer an Eberron-like approach where most NPCs stop at 10th level, and the very small handful who are around 20th have a major handicap (like being a stationary tree, or only being powerful within a single building), since it never leaves you wondering why the PCs are the ones who have to take care of something. ![]()
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