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Why *Dont* you like Forgotten Realms?

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Yes.

My problem is not with Elminster or with Drizzt (Come on Drizzt isn't even Ed Greenwood :|). It's with Ed himself being creepy.

I was addressing others complaints, your quote fell right it.

Creepy, how so?

Then it's not relevant to the discussion, and you should draw the line at making that aside. Not to mention it was quite rude.

If he was a member of this forum you wouldn't be able to get away with that personal attack. I personally think we should treat the "famous people" the way we treat everybody else, with as much dignity and respect as we can muster.
 

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I was addressing others complaints, your quote fell right it.

Creepy, how so?

Not Cirno, but...
1)
Of Sues Best Unspoken - RPGnet Forums
2)
Certain anecdotes about some ribaldrous comments by Ed which I won't link to here, but be it well enough to say that from comments there, I understand weren't unique in any way.

If he was a member of this forum you wouldn't be able to get away with that personal attack. I personally think we should treat the "famous people" the way we treat everybody else, with as much dignity and respect as we can muster.

Is saying someone's commentary disturbs you against forum policy? Hmmm. Tough call, but I think until a mod clarifies, I'll say I feel a bit the way Cirno does.

Unlike Cirno, however, I do link my dislike for Elminster to Ed's eccentric creative, um, priorities. Looking back at the exploits of Elminster in 2e books, it seems bizarrely cheesy in an teenage-like exploitative fantasy kind of way. Like the bit in the 2e Drow of the Underdark book wherein old Elminster conveniently introduces the book from the pool he shares with Hawt Drow Maidens[TM].
 

Not necessarily. You don't see many people saying Pendragon is bad at modelling Arthurian romance novels. Plenty of people claim that their preferred Star Wars RPG does a good job of modelling the films. Qin seems to me to give a good 'feel' for Chinese stories - Tales of the Water Margin, Monkey, Romance of the Three Kingdoms - and legends. What these games have in common is they're trying to do one specific thing really well, which D&D is not. D&D aims at being useable for all sorts of fantasy, and doesn't quite get match perfectly to any of them.

I did not mean to imply that NO role-playing games can model fiction; for example, Baron Munchausen, The Shadow of Yesterday or Polaris and other indie "nar" games usually do. When I say "modeling fiction", I mean that most RPGs just don't encourage it in their mechanics. Those that do usually produce "better" stories (and by this I mean thematic elements and coherent plot appropriate for the genre; for instance, at a certain point a character's death might serve the story better than a triumphant victory). And usually this is due to systems lacking focus (as you noted). Ergo, if I wanted to "model" Lankhmar stories, I might rather use TSoY or Mortal Coil than RQ or D&D (even though the latter two are both systems which Lankhmar has been published for).

High levels of magic and high fantasy aren't the same thing. Lord of the Rings is high fantasy, on most definitions, but magic is quite rare. Eberron and Glorantha have very extensive uses of magic, but high fantasy they ain't.

It depends; as you noted yourself, there are a number of definitions for high and low fantasy, and if we asked ten lit. experts, we'd probably get ten answers more or less different from each other. And it's not just the subgenres; in literature it's usually more convenient to talk about speculative fiction because it gets really "fuzzy" on the edges. For example, certain Lankhmar stories also blend in science fiction elements. To use another example, the Chronicles of Amber have elements of fantasy, science fiction and horror. Sometimes it's even hard to identify the main genre a work belongs to, because genres are transient and mutable; even better yet, cultural definitions vary, too (e.g. Chinese fantasy is quite different from Western fantasy).

If we use Tolkien's 'Secondary World' as a definition for High Fantasy, Eberron and Glorantha both *are* High Fantasy. As would be Harry Potter, all Lankhmar books but not, say, Lightning Thief (it takes place on the 'Primary World'). However, another popular "identifying trait" is the 'Epic struggle between Good and Evil', HP, LotR and LT would be High Fantasy, but Leiber's novels would not. In RPGs it would be depend on the focus of the campaign and the goals and actions of the PCs.

And yet we might focus on the amount of magic in the stories; is it commonplace and ordinary? Is magic used widely and often? Are there powerful spells and spellcasters in the setting. All of these are viable questions, and please note that I did not equate "powerful magic = high fantasy" in my post. Using these standards Lankhmar would be low fantasy, but if you ask me, I'd still qualify Eberron and RQ/Glorantha as high fantasy -- magic is commonplace and especially in Eberron it has, to my understanding, more or less permeated the society (elemental trains, magical airships, magical streetlights, living constructs, etcetera).

All these definitions are just as "valid", and AFAIK there is no single theory that would be all-encompassing in identifying and categorizing the subgenres of speculative fiction.
 

They may have different interests, but the net result should be approximately the same.

So our campaigns should be constrained by the limited imagination of primitive tribes? Come on, a bunch of people were complaining (legitimately) that FR (in addition to many other campaigns) throws powerful magic into an otherwise medieval-ish society without factoring in how all that powerful magic would affect said society. If the gods are real and actually take an interest in the affairs of mortals, then the religions (and how they're conceived) should be different.

But the pantheon does not have the feeling of cohesion. And this would still do nothing to fix all the other reasons why I do not particularly care for Forgotten Realms, namely the aforementioned lack of any unifying theme, just generic high fantasy based on generic high fantasy.

This is a legitimate criticism of FR (I could get nitpicky about the relevance of a cohesive pantheon - see my comment just above - but I won't harp about this). Note, however, that this point is completely orthogonal to the point about the gods having familial relations.

He does not appear to be saying this, but he can speak for himself.

He did not say this at all, but it was implied by his comments. (See below.)

Insisting that a dislike of the FR must equate to a dislike of D&D isn't in the same universe as a well-reasoned conclusion.

Of course a hate of FR is not the same at a hate of D&D. My comment was pointing out an absurd implication of ProfessorCirno's comments (which I would say were anything but well-reasoned).

Except the elf island thing isn't a mystery, it's "woops we forgot to add something interesting."

They just said "Elves in LotR go to an island, ours do too. OK DONE!" There's no mystery involved because it's utterly pointless.

Isn't a mystery just something that's left unexplained?

Hah hah, yes, ok, Forgotten Realms is D&D in it's entirety! I must've missed that memo somewhere along the way.

I'm glad you think this conclusion is completely ridiculous. In order to remain consistent, however, you may want to modify your earlier claims, because your earlier claims imply this ridiculous conclusion. In giving your reasons why FR is completely uninteresting, you said, and I quote, "This isn't just FR mind you, it's a flaw in D&D as a whole." If you think that this is a reason to level such hatred at FR, and if you think the same problem applies to "D&D as a whole", then what other conclusion could one possibly draw?

Come on people, it's called a reductio, my comment was in direct response to what I quoted ProfessorCirno as saying. I have no problem with people disliking the Realms, but if you insist on giving reasons for that dislike, then at least think your reasons through.
 

What kind of cheap rhetorical baiting is this? This is not only completely unnecessary, but also an unwarranted insult to both Celebrim and me. What purpose could this possibly serve?

So you consider being compared to Celebrim to be an unwarranted insult to you? Wow, and you called me cheap.

Seriously, it's a reasonable suspicion, since you came in at the exact same time he left, picked up where he left off in the debate, and presented the exact same arguments in the exact same way. You may not like it, but it's hardly "cheap rhetorical baiting" - though calling it that certainly is.

I do not believe that is true, as the perception for the ancient people was a world in which the gods were entirely active in the world and their lives.

But a fantasy role-playing game doesn't need to base itself off the historical perceptions of ancient people. Even if it were trying to hold itself to that level of verisimilitude it'd still be fundamentally flawed, simply because of how different the historical reality is from a world in which so many mythological aspects are real.

It is a touch of verisimilitude of real life religions that adds an extra dimension to pantheons.

Believability and internal consistency lend those dimensions - not mimicking the mythologies that people in the real world used to hold.

It makes it feel real to me and not randomly assembled. To say then that I do not like this absent quality of the FR pantheon is not unreasonable. For if it is, as you say, absent in FR then I am within my rights to dislike this aspect of FR. The pantheon does not feel real to me. While it feels real enough for you to suffice, it feels wholly artificial and lackluster to me.

You can hold whatever opinions you like; I'm certainly not telling you otherwise - if you can't get past that singular point, that's your issue and yours alone. I'm simply pointing out that holding onto that single point and discounting all others isn't a reasonable basis for making the blanket claim - as you did, that the entire pantheon is one-dimensional. You can say that all you like, of course, but a qualitative critique of something usually requires some level of justification beyond "it's not what I like."

It does not escape me, but then again, I am not arguing for one or the other, but for the presence of both. That makes it clear that I do not particularly care for either pantheon.

You weren't, in fact, arguing for both. You were arguing in favor of that which, and I quote, "suggests a larger, living mythological framework behind the notation within the religious life. And these myths should be where the character development of the gods take place and not so much the present."

That makes it pretty clear that you don't want active deities who are undertaking noteworthy deeds - just the ancient myths, or even things that suggest them, rather than anything more current.

I am not entirely sure what connotations you are referring.

See above.

I am not suggesting anywhere that "any recent and/or overt actions that gods take is automatically lesser than unspecified, ancient actions that may or may not have been undertaken." I am saying that character development is not rooted directly in the life of a setting, but rooted in the chronology of the setting itself.

And I disagree heartily - it's what the campaign setting does, not where it came from, that established its development. I'll grant you that there's certainly something to be said for having well-developed characters right out of the gate, but even that characterization needs to be shown; if not in detailed write-ups then in the burden falls to later products to make good on what's implied earlier.

But to clarify, I will correct myself by saying that these myths should be where the majority of character development of the gods should take place. The present acts as a fulcrum of character development for many gods in campaign worlds. Players may be privy to glimpses that the otherwise good god of hugs and kisses is becoming corrupt through the questionable actions of the deity and his clergy. This is a sort character development that does not require that the entire pantheon be re-written from top to bottom just because a game-setting novelist sneezes.

There is a middle ground, you know, instead of the extremes you're describing. Why can't you have a sourcebook that describes, overtly, the various facets of the god in question, instead of dropping tiny clues that are never otherwise expanded upon? Good characterization isn't limited to hints that are never explored.

In other words, you are putting words into my mouth and misconstruing my argument. And I do not appreciate it.

In fact, I was correctly restating your own words - if you don't care for them, perhaps you should ask yourself why that is.

When novels drag the game setting by the collar, they become necessary. When people have to read the novels to make out heads-or-tails of what is going on in their gaming setting, they become necessary. The DM is at the mercy of the novels (a similar problem that plagued Dark Sun and Dragonlance).

That's ridiculous - you don't need to read any of the FR novels to use the game supplements and settings; you can get along just fine without them. They're not necessary in any sense of the word.

But the novels should not be necessary for the character development of the pantheon. These should be primarily in the deity supplements.

Again, they're not necessary - they certainly help, but I agree that they shouldn't act as a substitute for the deity supplements. I just prefer that there be deity supplements that expand on the deities in question, as I've stated several times now.

What a loaded question. I also do not want you to put words in my mouth or to misleadingly frame my arguments. Deities can be "more deeply explored and fleshed out in supplements released later" without the deities actively changing or growing "over the life of a setting." These deities may have changed and grown over the timeline of the setting.

First, it wasn't a question at all. Second, it's not misleadingly framing your arguments; I'm attempting to figure out your position, which isn't easy when you take every effort on my part to do so as some sort of personal attack.

Based on your own statement here, you've made it clear that you prefer that deities not change or grow over the life of a setting, but only in the backstory of before the setting was released, and in its campaign history. I, personally, don't see the difference, but if it's so important to you that you get upset when I restate your own words, then okay.

Gods can do new things, but I prefer that these things are either behind the scenes or less overt in the world. What you described is the focus of what I want for the players and heroes, but not the gods.

But whether or not their actions are overt or not - from the in-game perspective, I mean - isn't a consideration in regards to whether they're fully-developed characters or not. If it's made explicit in the various supplements about them (and yes, in novels too), then that's what counts.

So why do you act as if only your opinion regarding the worth of FR is valid? People are clearly expressing their opinions regarding aspects they dislike about FR. Philosopher made a healthy distinction between opinions.

I don't act like that - you're interpreting my statements that way, which is you putting words in my mouth, despite claiming having been victimized in the same way, which is very disingenuous.

Then you can have it, but do not disparage me when that detracts from the setting. The primary problem for me, and others have aired similar opinions in this thread, is not that the pantheon grows and diminishes, but of how rapidly it does so. It does not just grow and diminish; it practically becomes a different pantheon entirely over the course of a few decades. It is a wonder that people worship gods at all when they come flavored as "God of the Month Club." There is little time for character growth when they come and go as the tides. Growing and diminishing pantheons does not equate to character development. This is just another form of notation and book-keeping.

Okay, a lot to deal with in this paragraph.

1) I'm not disparaging you just because I don't agree with your opinions. Please stop claiming victimhood, and lets just stick to the nature of the debate.

2) Over-dramatically stating that the FR pantheon changes so much that it inhibits character growth isn't true. Firstly because characters can become well-developed over any length of time (even immediately, since sourcebooks generally don't advance a campaign timeline, but can still present a holistic snapshot of a deity).

3) Growing and diminishing pantheons isn't character development, certainly. But the circumstances give us a chance to showcase different aspects of a character. Is that necessary? No, but it's still a good opportunity to do so.

Of course, but for me the perception remains the same. The pantheon looks haphazardly assembled. Even individuals have family relationships and lineages. These are not contradictory ideas.

I'm not saying they are - I'm saying that simply having those does not, unto itself, make divine characters well-developed.

Well thank goodness then that I do not care about GH deities vs. the FR deities, but simply what I dislike about the FR pantheon. But I will say that "no coverage and exposure" could just as easily mean, "privy to the interpretive freedom of the DM." I honestly do not expect all deities to receive equal doses of character development. This certainly holds true in the history of religions.

Citing the history of real religions hasn't helped your position before, and it doesn't now. Real religions have nothing at all to do with fantasy religions.

That said, equating a lack of development as freedom for the DM to develop material is a false analogy - the DM is always free to change and develop any aspect of the campaign world as they see fit. What we're discussing is the nature of the characters as presented in the written material.

(Also, at my own piqued interest, it turns out that Berna has more of a description than simply what Celebrim posted. She even has several myths surrounding her.)

Cool. Where can I read more about them?

As I told you, in my text that you quoted no less, this is a red herring. I do not care about Greyhawk. Talking about how this is insufficient in Greyhawk is utterly beside the point. I did not say that I liked Greyhawk. I did not say that Greyhawk exemplified the traits that I like either. Book of the Righteous exemplifies traits that I like in more active pantheons. The Sovereign Host exemplifies traits that I like in more ambiguously-existing pantheons. And the Diamond Throne and Dark Sun exemplify traits of pantheons that I like in most of my settings: remote or dead, but either way inconsequential.

Actually (unless they've changed it in 4E) Dark Sun has no pantheons at all, and never did. Or did you mean the Sorcerer-Kings?

I quite agree with the last paragraph, but my vexation is primarily with the mercurial composition of the pantheon. It leaves little room, in my esteem, for developing those gods over time or in the present. The changes do not seem to be the result of character growth or development, but by the whims of the developers and the system. A constant state of flux of the deities does not naturally beget character development. This is an absolutely fallacious assertion. The lack of mythology is unreasonable considering the enormous length of the timeline.

I understand that you don't like the pantheon's composition, but saying that the lack of relationships or myths about the gods makes them poorly-developed ignores the material that does, in fact, develop them. Divine "shake-ups" don't necessarily beget development, but they create good circumstances to portray it - that's when circumstances are called upon at all, and they're not simply showcased in sourcebooks. In fact, both are used for quite a few members of the FR pantheon.

More is quantitative, but more is not always qualitatively better.

Certainly. But more material gives more opportunities for qualitative development; less does not.

I was not the one that boldly flaunted in a patronizing manner that I know more than someone else about a particular subject. That per the definition is condescension.

Incorrect. To say that I know more about a particular subject than someone else - when I've read the material and they've freely admitted that they have not - isn't patronizing; it's a statement of fact.

Now I have explained aspects regarding Forgotten Realms that I personally dislike. These are opinions which I hold and do not necessarily expect others, like yourself and other FR apologetics in this thread, to equally hold as true. So why, Alzrius, do you take all of this so personally? Are people not allowed to dislike the Forgotten Realms?

You do realize that this entire last paragraph is engaging in the very tactics you accused me of using, right? Using insulting terms like "apologetics," falsely painting me as taking this debate "personally," and the loaded question at the end are all examples of attitudes you wrongly said I was bringing to bear on you. I'll overlook it this time, since I want this to remain a civil debate, but I'd like you not to engage in this sort of thing again as we continue.
 

Isn't a mystery just something that's left unexplained?

Nope. A mystery involves intrigue or suspense. The elven isle has neither.

I'm glad you think this conclusion is completely ridiculous. In order to remain consistent, however, you may want to modify your earlier claims, because your earlier claims imply this ridiculous conclusion. In giving your reasons why FR is completely uninteresting, you said, and I quote, "This isn't just FR mind you, it's a flaw in D&D as a whole." If you think that this is a reason to level such hatred at FR, and if you think the same problem applies to "D&D as a whole", then what other conclusion could one possibly draw?

That's a lot of words to say absolutely nothing.

One of my problems with FR is a problem I've had with a lot of D&D as a whole. Simple as that.
 


Nope. A mystery involves intrigue or suspense. The elven isle has neither.

Not how I hear the word used, but whatever. You want them to tell you what makes it intriguing rather than have it be something you can develop. Personally, when I first looked at the Old Grey Box, this struck me as something worth exploring. While it never came to fruition (as with many ideas while brainstorming), I started to think up adventures in which the PCs tried to figure what was going on, perhaps end up helping the elves if it was due to some problem they faced.

That's a lot of words to say absolutely nothing.

Choosing to ignore what I wrote is one thing, but claiming it's "absolutely nothing"? Fine. Given your comments about Ed Greenwood's character, I guess I shouldn't have expected any desire to discourse from you.
 

Alzrius, I admit that you have presented me with a daunting challenge by splicing up my post as much as you have done. It has become a wall of text. This is typically a sign, once a discussion comes to this point, that the discussion is close to an end or a standstill. I hope you do not mind if I lump together similar points collectively.

So you consider being compared to Celebrim to be an unwarranted insult to you? Wow, and you called me cheap.

Seriously, it's a reasonable suspicion, since you came in at the exact same time he left, picked up where he left off in the debate, and presented the exact same arguments in the exact same way. You may not like it, but it's hardly "cheap rhetorical baiting" - though calling it that certainly is.
No. I consider lumping two people together and mocking that they are the same individual is rude and disrespectful to the integrity of both individuals. Assuming that two people on a forum as large as this are the same people simply because they share points of agreement is unreasonable and irrational. That is cheap rhetorical baiting.

But a fantasy role-playing game doesn't need to base itself off the historical perceptions of ancient people. Even if it were trying to hold itself to that level of verisimilitude it'd still be fundamentally flawed, simply because of how different the historical reality is from a world in which so many mythological aspects are real.

Believability and internal consistency lend those dimensions - not mimicking the mythologies that people in the real world used to hold.
The thing is that the historical perception is not different from the FR perception: the gods are real. They talk to the priests and walk among the people. They have children with mortals. They push their own agendas using mortals as the playthings. Humans can rise to become gods. They wield vast power and control the various aspects of nature and civilization. Except FR does not explore the full implications of how such deities would impact the world setting. That detracts from its believability and internal consistency. I would expect a different approach to religion than how it is practiced in the realms.

I'm simply pointing out that holding onto that single point and discounting all others isn't a reasonable basis for making the blanket claim - as you did, that the entire pantheon is one-dimensional. You can say that all you like, of course, but a qualitative critique of something usually requires some level of justification beyond "it's not what I like."
I still stand by my belief in the one-dimesionality of the pantheon. You call them flowers, but they look, feel, smell like artificial flowers to me. They do not behave as

You weren't, in fact, arguing for both. You were arguing in favor of that which, and I quote, "suggests a larger, living mythological framework behind the notation within the religious life. And these myths should be where the character development of the gods take place and not so much the present."

That makes it pretty clear that you don't want active deities who are undertaking noteworthy deeds - just the ancient myths, or even things that suggest them, rather than anything more current.
Did you not bother to read my restatement? I am arguing that you are being unfairly dismissive of the "notations" and their implications. If there are active deities in a setting, then I want both aspects to be present. And my preference is for these gods to already have myths to their names. Being able to list family relations among gods is frequently indicative of such myths, especially when combined with the rote notations provided in sourcebooks.

And I disagree heartily - it's what the campaign setting does, not where it came from, that established its development. I'll grant you that there's certainly something to be said for having well-developed characters right out of the gate, but even that characterization needs to be shown; if not in detailed write-ups then in the burden falls to later products to make good on what's implied earlier.
And I disagree heartily - it's what the campaign setting establishes that shows the development of the world. A campaign sourcebook could talk about the fall of a god from grace, or the shift of a god's portfolios over time and their shifting allegiances. None of this requires that the setting is repeatedly shaken up per edition for development. New sourcebooks could allude to this gradual corruption or redemption, or even noteworthy things the deities have done in the chronological gap between sourcebooks. But it is more than possible to have well-developed characters at the launch of a setting. Kaius, the King of Karnnath, in Eberron only needed one sourcebook to be a multi-dimensional character. One book is all you need to create a well-developed and multi-dimensional character.

There is a middle ground, you know, instead of the extremes you're describing. Why can't you have a sourcebook that describes, overtly, the various facets of the god in question, instead of dropping tiny clues that are never otherwise expanded upon? Good characterization isn't limited to hints that are never explored.
I am not advocating extremes. What you are reading is the middle ground between ambiguously absent gods and overtly active gods. I would hope that these gods would be sufficiently developed. Good characterization is also not limited to constantly shuffling the pantheonic deck. Hints can become something much greater and explored at the leisure of the DM. They can decide how deep the rabbit hole goes.

In fact, I was correctly restating your own words - if you don't care for them, perhaps you should ask yourself why that is.
No you were not correctly restating my words.

That's ridiculous - you don't need to read any of the FR novels to use the game supplements and settings; you can get along just fine without them. They're not necessary in any sense of the word.

Again, they're not necessary - they certainly help, but I agree that they shouldn't act as a substitute for the deity supplements. I just prefer that there be deity supplements that expand on the deities in question, as I've stated several times now.
And when players are more familiar with the setting and gods because they have read them and you, the DM, have not? It becomes a different sort of rules-lawyer - the canon-lawyer. But it is good that we have one more point of agreement.

First, it wasn't a question at all. Second, it's not misleadingly framing your arguments; I'm attempting to figure out your position, which isn't easy when you take every effort on my part to do so as some sort of personal attack.
If you are curious about my preferences and my position, then all you have to do is ask about what you want to know.

Based on your own statement here, you've made it clear that you prefer that deities not change or grow over the life of a setting, but only in the backstory of before the setting was released, and in its campaign history. I, personally, don't see the difference, but if it's so important to you that you get upset when I restate your own words, then okay.
The difference is that one establishes a well-developed tool that the DM can use without the immediate threat of losing that tool to a novel or new sourcebook that completely rewrites the setting. I prefer to have the character development from the get-go once I pick up the soucebooks and not have to wait for novels or the next edition to get a well-developed character.

But whether or not their actions are overt or not - from the in-game perspective, I mean - isn't a consideration in regards to whether they're fully-developed characters or not. If it's made explicit in the various supplements about them (and yes, in novels too), then that's what counts.
That is acceptable.

I don't act like that - you're interpreting my statements that way, which is you putting words in my mouth, despite claiming having been victimized in the same way, which is very disingenuous.
Then I apologize if I misunderstood.

2) Over-dramatically stating that the FR pantheon changes so much that it inhibits character growth isn't true. Firstly because characters can become well-developed over any length of time (even immediately, since sourcebooks generally don't advance a campaign timeline, but can still present a holistic snapshot of a deity).
They can be developed in a short amount of time, but from my estimation of the pantheon, that is not the case.

3) Growing and diminishing pantheons isn't character development, certainly. But the circumstances give us a chance to showcase different aspects of a character. Is that necessary? No, but it's still a good opportunity to do so.
And that lack of necessity makes it all seem so silly and artificial, especially when there are plentiful other ways of character development apart from shuffling deities around.

Citing the history of real religions hasn't helped your position before, and it doesn't now. Real religions have nothing at all to do with fantasy religions.

That said, equating a lack of development as freedom for the DM to develop material is a false analogy - the DM is always free to change and develop any aspect of the campaign world as they see fit. What we're discussing is the nature of the characters as presented in the written material.
DMs are free to change anything, but they are still left with the "World as Written," and that is what we are discussing. But it is not a false analogy. It is not even an analogy it all. Citing real life religions have served me quite well in this thread, as they are clearly suggestive that FR does not have what I want in an active pantheon. They do not feel like gods. They do not feel like a pantheon. While the pantheon had potential in its start, it lost its appeal to me through its lack of good development as opposed to the obviously meta-reasons for its development.

Cool. Where can I read more about them?
I just typed in "Berna Greyhawk" in Google.

Actually (unless they've changed it in 4E) Dark Sun has no pantheons at all, and never did.
Exactly. ;) Most of my homebrew settings have no gods at all, though it may feature beings and powers who are revered as such. I prefer ambiguity in my religions and pantheons. FR does not have that in its pantheons, so I do not prefer FR as a setting. I do not entirely mind active gods, but they must be done right and well. For me, FR does not do so.

I understand that you don't like the pantheon's composition, but saying that the lack of relationships or myths about the gods makes them poorly-developed ignores the material that does, in fact, develop them. Divine "shake-ups" don't necessarily beget development, but they create good circumstances to portray it - that's when circumstances are called upon at all, and they're not simply showcased in sourcebooks. In fact, both are used for quite a few members of the FR pantheon.

Certainly. But more material gives more opportunities for qualitative development; less does not.
One of the problems is that in regards to FR, amongst other settings as FR is arguably not alone in this, is that it is questionable as to whether this is the case at all - that the more is truly qualitative. And I do not think that it is the case. The material that does develop them reads as poor character development. From a meta-standpoint, it is obvious that it is not character development which drives the wheel but the notations and book-keeping. One of the criticisms of the FR pantheon in 3E was how hard the book-keeping was for players and some DMs. Is it any surprise then when the 4E FR book significantly trimmed down the number of deities and reduced minor ones to exarchs?

You do realize that this entire last paragraph is engaging in the very tactics you accused me of using, right? Using insulting terms like "apologetics," falsely painting me as taking this debate "personally," and the loaded question at the end are all examples of attitudes you wrongly said I was bringing to bear on you. I'll overlook it this time, since I want this to remain a civil debate, but I'd like you not to engage in this sort of thing again as we continue.
Apologetics is not an insulting term, nor do I consider it one or use it as such. An apologist defends a position through reasoned explanation. You are defending Forgotten Realms. How am I mistaken in using this term?
 

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