Results 91 to 110 of 110
-
2023-11-13, 04:01 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
I dislike the Wall too, or more accurately I dislike WotC's wishy-washy approach to what being put there actually means. Is it unblinking stasis, a gradual slide to oblivion, a painless soul-recycler, or torment on par with the Hells? Myrkul clearly intended it to be the last one, but he's not in charge anymore, so it should be changed to fit the aesthetics of new management. If it can't be for whatever arbitrary reason, I can understand that not being satisfying, considering that we're talking about gods here who constantly undermine one another and bend if not break the cosmic rules anyway.
One thing I will say though is that people who dislike the Wall should be happy about WotC's Multiverse approach to their official settings. Born in Realmspace and think the Wall is a load of bollocks? Your character can commandeer a Spelljammer or find a portal to Sigil and leave Kelemvor's jurisdiction behind entirely. You can even join up with the Athar and thumb your nose at him and the whole system directly.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
-
2023-11-13, 06:17 PM (ISO 8601)
- Join Date
- Jul 2015
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Eh, well, there are some people involved with FR such as Ed Greenwood, its ultimate creator, and Jeff Grubb, the big world-builder at TSR when the basics for most major settings were ironed out, who clearly care. Their decisions weren't necessarily good ones, and they were subject to both corporate whims and exterior authorial interference, but you can look at their stuff and tell that they were trying. Troy Denning is not. He rampages across settings distorting the world-building for the express purpose of tormenting characters in order to try and build personal drama.
The genesis of the Wall of the Faithless is something like: Adon, formerly a priest of Sune, has a crisis of faith during the Time of Troubles and decides the gods suck and he won't worship any of them anymore. This doesn't matter in and of itself because Adon is a distinctly secondary character in the trilogy and only really matters via his relationship to Midnight; Midnight travels to the City of the Dead and discovers the existence of both the Faithless and the False (which I strongly believe prior to this were not a thing in FR) and his horrified and also just happens to know a person who falls into each class; Midnight is later given the chance to ascend to godhood at the conclusion of the Time of Troubles and her exposure to the Faithless and False are part of her personal choice to accept that option. The whole thing exists to support Midnight's justification to reluctantly go through apotheosis and try to 'fix the system from inside.' As such, Troy Denning deliberately broke the metaphysical framework of FR so that he could give a protagonist character a reason to choose to fix it.
How Ed Greenwood managed to work with the guy for many years I will never know.Resvier: a P6 homebrew setting
-
2023-11-14, 02:16 AM (ISO 8601)
- Join Date
- Mar 2020
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
@Psyren: Moving from Realms to the wider Great Wheel setting is hardly an improvement. Souls unclaimed by gods go to the afterlife most fitting of their lifetime actions and beliefs; a godless existentialist will go realm of godless existentialists, most likely Limbo, and dissolve into primordial chaos. Plus it doesn't do much to dodge all other horrible fates such demons and eldritch abominations preying on you.
-
2023-11-14, 02:34 AM (ISO 8601)
- Join Date
- Oct 2010
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Everyone outside FR with no deity = Limbo seems... unfounded.
If we're talking about people who wouldn't be happy with any of the FR deities or the Wall - then dissolving into a matching plane sounds pretty ideal, particularly doing so peacefully as a good or even neutral character might expect. And there being a clear route out of FR for those people, at least to Sigil or Wildspace, seems pretty ideal as a plan B.Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
-
2023-11-14, 03:02 AM (ISO 8601)
- Join Date
- Mar 2020
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Faithlessness isn't quite the same as simply having no deity. Especially for a proposed multiversal traveller who has a good look at the Great Wheel as a whole, hence my specific remark on godless existentialism.
Originally Posted by Psyren
More importantly, though, you too are working on the underdeveloped notion that a character can be good and Faithless, even after having a good look at the multiverse.
Seriously. A multiverse's worth of good and neutral gods and not a single one worth of worship? That's about as plausible as not finding a single nation you'd be willing to pay taxes to - it speaks of particular philosophical commitment, and in the Great Wheel, such philosophical commitment comes with a particular alignment and a particular destination. The most fitting is Chaotic Neutral, hence Limbo.
See, that's the deal with worlds where faith and beliefs influences behaviours and outcomes. You don't actually have a choice of destination unless you're willing to change yourself. In a cosmology filled to the brim with gods? Most changes point away from godlessness.
-
2023-11-14, 03:07 AM (ISO 8601)
- Join Date
- Jul 2015
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
In the Great Wheel cosmology, godless characters go to the realm most fitting their lifetime actions and morality, their beliefs and philosophical views don't mean squat. The Great Wheel doesn't care one whit about anyone's philosophical views, because it imposes it's own - which are admittedly very confused - on everyone. That is how religious afterlives are usually structured, the gods/cosmic forces decide what happens to the mortals upon death, the mortals don't get to argue about it, they just have to take what the system offers.
Does the system imposed by the Great Wheel or FR's unique cosmology kinda suck? Sure. Eternal torture until the soul dissolves from the burden of endless agony sounds like a pretty awful thing to impose one anyone, even the truly horrible. However, it's pretty par for the course in terms of the kinds of mythologies that D&D uses for inspiration. The real question regarding how horrible the D&D afterlife is revolves around the ratios: what portion of the population of the multiverse is good, neutral, and evil respectively, and D&D has been unbelievably inconsistent on that subject.Resvier: a P6 homebrew setting
-
2023-11-14, 03:50 AM (ISO 8601)
- Join Date
- Dec 2010
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Any philosophical position that objects to surrendering moral authority to another versus taking responsibility for your own morality. Bahamut can be a pretty great guy with some good ideas, but if he starts to call for the destruction of an entire prime world for the greater good or something like that, its not an inherently nihilistic position to say 'well in that case I can't promise to keep travelling this road with you'. A position of infinite trust, e.g. faith, can be philosophically objectionable without that philosophy being Chaotic Neutral. Most routes to that kind of point might lean on the Chaotic side, but equally well someone who says 'this is my code, this tells me what is right and wrong, and I will hold to that regardless of the gods or influences around me' would be taking a coherent position and that would of all things be more likely to be LN or LG.
Similarly, any philosophical position that asserts that power is not a particular indicator of truth/morality/etc could naturally object to worship even as a Great Wheel traveller. Again, Bahamut might be a pretty great guy and worth listening to, but worship accepts that 'status as a god' somehow privileges Bahamut's ideas and ethos over, say, an enlightened mortal saying the same sorts of things.
Basically, 'worship' does not have to be a natural reaction to the existence of a hierarchy of powers. Especially when many of those powers are just ascended mortals and when those powers are by and large more like flawed people than ineffable embodiments of cosmic concepts. And the variation of worship that is 'propitiate them and hope they don't look at me' even breaks down as a pragmatic matter when, well, the power level of gods isn't really so unreachable for individuals, and those gods are not inviolable constants of reality but relatively frequently do get deposed, suffer loses of power and agency, etc.
If it would seem weird to worship (not just respect, follow, etc) your favorite Lv20 wizard, it can make just as much sense to hold a position that it would be weird to worship your favorite Great Wheel (or FR) deity.
-
2023-11-14, 03:52 AM (ISO 8601)
- Join Date
- Mar 2020
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
@Mechalich: morality is a matter of philosophy, as are all religions. Two basic tenets of alignment, and hence the Great Wheel, are that philosophy informs actions and actions reveal philosophy. All of the specific alignments stand for identifiable moral philosophies and even a superficial look at the outer planes will tell which plane was ripped off from what tradition because game designers didn't even file the serial numbers off.
-
2023-11-14, 04:30 AM (ISO 8601)
- Join Date
- Mar 2020
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Placing weight on the individual in this manner is Chaotic in the context of the Great Wheel, because the conflict between Law and Chaos is that of large organized groups versus the individual.
Originally Posted by NichG
Originally Posted by NichG
Originally Posted by NichG
Originally Posted by NichG
Which leads us back to the beginning: deciding it is weird and then not doing it speaks of particular commitment and hence particular alignment.
-
2023-11-14, 04:52 AM (ISO 8601)
- Join Date
- Oct 2007
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
This seems like an odd take. So if I roll into town as a powerful mage (not like most of the world could discern my exact level), then only people strongly committed to a CN anti-worship philosophy would refuse to worship me, everyone else would be like "all hail Bob the Illusionist, our new god!"?
And if the answer is "they wouldn't because they already worship existing gods", then doesn't that go both ways? If my answer to "why not worship Bahamut?" is "I already worship Fred the dragon summoner", then by your standard I'm not an anti-theist weirdo, I'm just already committed. But I'm pretty sure that in FR, worshiping Fred (a mid-level Sorcerer with rather impressive charisma) would count as being "Faithless".
I mean heck, that (the ambiguity between "real gods", "powerful beings", and "frauds using illusions" for most people in a D&D world) is a reason to be against worshiping gods without any philosophy beyond "I don't wanna get scammed again" -
Priest: "You should join the following of Bahamut, who watches over us all!"
Bob: "No way, I'm not losing all my money to one of these cults again."
Priest: "It's not a cult, Bahamut is an all-powerful god who's actively protecting us all the time."
Bob: "Yeah, that's what the Followers of the Great Sphinx said, and after they'd scammed me out of my horse and all my gold, they skipped town. I heard the leader was imprisoned for fraud a few months ago."
Priest: "Yes, but that was a false god, Bahamut is a true god."
Bob: "And do you have a way to prove that? That I'd believe, given that I know people can make all kinds of illusions with magic, and I have no way to tell if they're real or fake."Last edited by icefractal; 2023-11-14 at 05:00 AM.
-
2023-11-14, 05:42 AM (ISO 8601)
- Join Date
- Mar 2020
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
You can replace "powerful mage" with something far more mundane, such a rock star, and you will still see sizable fraction of people engage in worship.
Originally Posted by icefractal
Originally Posted by icefractal
Sure, a person can be burned by having placed their faith in the wrong thing, and become distrusting as a result. That is a far cry from principled godlessness; such a person may well find a new deity more worth their trust, and as the number of gods grows, so does the likelihood of finding such a new deity.
-
2023-11-14, 06:31 AM (ISO 8601)
- Join Date
- Oct 2007
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
I don't think you would. Neither Elminster's Forgotten Realms nor the Sword Coast Adventurer's Guide (even pre- Wall of the Faithless removal) really has much to say about patron deities, and I'd say that both imply that you don't count as Faithless for not having one. You have to go out of your way to oppose or disregard the gods to count. I think the patron deity requirement thing is no longer canon at this point.
A System-Independent Creative Community:
Strolen's Citadel
-
2023-11-14, 08:16 AM (ISO 8601)
- Join Date
- Jul 2017
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Two very different things. An already existing planehopper can think that realmspace is crummy, and a reader can draw their own conclusions. (The latter especially given the setting's own inconsistent treatment of it. Mechalich's mention of Midnight is the first I've heard in any Wall topic of someone inside the setting acknowledging how crap it is. Most of what I'd heard involved the Myrkulite version and either active or tacit support.) Meanwhile I'd consider it bad form to sign up for someone else's FR game only to bring a character whose sole goal was to leave the setting, and I'd be very annoyed as a DM if someone brought a character to my game whose primary drive was to avoid the main setting and plots I'd been preparing for.
On the one hand, agreed that the Athar are kind of a dumb position to build one's whole personality around and very reflective of the time period that Planescape came out in. Even if one takes the view that gods are just big outsiders and not in principle that different from powerful wizards, people in the real world absolutely invest time and money into causes they consider important. Characters would be silly not to devote prayer when those prayers very clearly empower divine beings devoted to causes they find important. If there's a flaw in that system, it would be pantheism where the worshipper wants to praise multiple gods they consider worthy instead of only focusing on one.
On the other hand, all of that does hinge on finding divine beings worth worshiping. (Or charities worth donating to, or other analogous organizations worth belonging to.) I can think Chanteau is pretty cool and everything, but if I find out that she asked Kelemvor to keep the Myrkulite Wall instead of changing or removing it that would sour my respect for her. That wouldn't impact my view of gods in general or my ability to respect a god like Pelor without such a black mark on their record, just the ones in the setting. Although it would suck if I were in a setting where even the supposedly good gods never gave so much as a negative comment about an evil artifact existing because said artifact happened to be personally convenient to them.Last edited by Anymage; 2023-11-14 at 08:19 AM.
-
2023-11-14, 09:39 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Is there a good place to die?
Well, he did OK in Dark Sun, but that world was grim, chaotic, and massively different than FR. (To say that it could not have used a few tweaks to the world building would be wrong).
Yes. A mess.
Hmm, did he write any Dragonlance books?
I'd put this in my sig, but it's a bit too large. +1
Which WotC has not bothered to carry forward, nor explain in sufficient detail.
"This is my code and I will stick to it regardless of anyone or anything else!" is fundamentally self-centered and individualistic position and arguing it is Lawful is a corruption of the alignment system.
Again, the conflict is between large organized groups and the individual, to even get from "my code" to "Lawful" requires us to define what exactly that code is, and it has to include group interest in a way that would contradict "I will hold to that regardless of anyone or anything else".
World building needs to fit the purpose of the campaign and the campaign's creator. To answer the OP's title question (and not the random sound bytes in the text of that post) a world worth living in for a TTRPG (not for any other media or game!) is one worth exploring (so it needs some unknowns and a sense of wonder and discovery here and there), it needs to have conflict to resolve, and it needs to be worth either saving (generally good parties) or exploiting (generally evil parties) or growing in (any kind of party). It also needs to feel "real enough" to the players (verisimilitude) that they most of their assumptions about real life (with exceptions being codified by the game/campaign) fit well enough to not create dissonance.Last edited by KorvinStarmast; 2023-11-14 at 09:40 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2023-11-14, 11:51 AM (ISO 8601)
- Join Date
- Dec 2010
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
You can have a philosophy that centers the good of the collective, without being a hierarchical deontology where you take moral orders from a single source above you. A utilitarian perspective or consequentialist perspective centering the good of all for example can still make it the responsibility of the one taking that respective to ensure that they make correct choices.
Which leads us back to the beginning: deciding it is weird and then not doing it speaks of particular commitment and hence particular alignment.
...
You can replace "powerful mage" with something far more mundane, such a rock star, and you will still see sizable fraction of people engage in worship.
I don't think it would be so strange for a strongly collectivist, pro-social character to start to say 'okay, there's bits of Pelorite worship and bits of Bahamut worship and bits of Chauntea worship that happen to agree with each-other and look the same, but Pelor has this crusade against the undead, Bahamut this whole dragon focus, and Chauntea is focused on the pastoral - maybe what I actually believe most strongly isn't any of them in their entirety, but is actually the underlying reason for the bits they agree about?'. I would not immediately jump to the conclusion that that character would be a rugged individualist caring about personal freedom over all, just that they had cause to sit down and think more deeply about morality due to the breadth of societies they visit and coexist with compared to the average faux-medieval person who never leaves the culture that they grew up in.
Only if you're approaching this from a particular mindset. And that's really the crux of this: you, NichG and several others come to this with the mindset that people choose to worship an entity because it is a god. When the actual causality in both Realms and the Great Wheel goes that people choose to worship what they value and in doing so elevate those entities to divinity. Fred the Rock Star will be worshipped as an idol and a hero for being an overall awesome dude long before the question of their godhood comes up.
I'm not going to say the converse argument that 'well if someone chooses worship, they're automatically going to Mechanus!' because I think the space is broad enough that the choice of approach to values doesn't have to correlate at all with selfish/selfless and group/individual axes.
-
2023-11-14, 04:35 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Literally any good (or neutral for that matter) person disillusioned with FR's afterlife or the ineffectiveness of the good gods at preventing evil could fall into that bucket. To say they would all invariably end up in Limbo if they somehow got out of Realmspace is just odd.
"I want to leave FR eventually" does not mean "I want to avoid your plots." Striking out across the multiverse is as valid a long-term goal / retirement plan for a high-level character as any other, and does not have to happen during the events of your campaign/story at all.Last edited by Psyren; 2023-11-14 at 04:41 PM.
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
-
2023-11-14, 07:22 PM (ISO 8601)
- Join Date
- Nov 2004
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
If you choose Ao as your patron deity you explicitly do count as Faithless, so no, I'm pretty sure worshiping anything that isn't an actual god means you count as Faithless...
I think the patron deity requirement thing is no longer canon at this point.
Hopefully, it does not (though, alas, the developers have not yet explicitly said anything to that effect). Which brings us right back to where we were before gatorized and Vahnavoi decided to explain to most other people in this thread how wrong we are to object to the Wall of the Faithless.Orth Plays: Currently Baldur's Gate II
-
2023-11-15, 12:10 AM (ISO 8601)
- Join Date
- Jul 2015
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Eh, Ao is kind of a jerk, and choosing to worship him means being both sufficiently well-informed to recognize that he exists - which applies to maybe 0.01% of the Realms, most of whom are high-level mages or priests who already have patron deities that they like - and trying to game the system by bypassing the deities entirely. This is rather like screaming 'I want to speak to your manager's manager!' without talking to the actual manager first and is something almost guaranteed to piss that person off (I have seen this happen a couple of times, it never goes well for the complainant). Of course Ao flips the metaphysical bird to people who pull that stunt.
The actual deities of the Realms are supposed to come down awfully hard on people who aren't deities but who are claiming to be, since such cults both cast doubt into the system, make the gods look bad, and deprive them of belief (importantly, the gods require belief not worship, they can feed off the hatred of mortals just fine). FR, as we might expect, is inconsistent about this, because various authors want to have weird cult stories or to have power demons impersonate deities and so forth, but this really should not be a thing in FR or most other D&D settings. The proper response to someone, even a high-level wizard, walking into a town square and proclaiming 'I am the messenger of the New God X!' ought to be an instant smiting by Helm, but, well, yeah, that's apparently too much to expect.Resvier: a P6 homebrew setting
-
2023-11-15, 09:27 AM (ISO 8601)
- Join Date
- Aug 2011
- Location
- Sharangar's Revenge
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Warhammer 40,000 Campaign Skirmish Game: Warpstrike
My Spelljammer stuff (including an orbit tracker), 2E AD&D spreadsheet, and Vault of the Drow maps are available in my Dropbox. Feel free to use or not use it as you see fit!
Thri-Kreen Ranger/Psionicist by me, based off of Rich's A Monster for Every Season
-
2023-11-15, 01:10 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: What makes a world worth living in (or why we flee the Forgotten Realms)
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society