D&D 5E Why FR Is "Hated"

The difference seems fairly clear to me: the various campaign books, which are full of information about the campaign world, tell us that there are multiple deities. That is, they present polytheism as a fact about the world.

I guess it would be possible to treat the campaign guide as, in fact, a religous tract written by a particular adherent. But that's not how D&D campaign guides are presented. (Compare, say, Glorantha, which does present the cosmology from various ingame perspectives, and so does not settle theological disputes in the voice of the impersonal, factual, third person narrator.)

Sure and other DnD books state that is not in fact the case at all.

In fact if you take Forgotten Realms as an example then there is an "Over God" Ao that rules over the other Deities but provides no benefits to those who worship it. So my answer would be to just run a Monotheistic campaign using Ao as your Deity and the other Powers as merely high level Entities.
 

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Do I want a monotheistic campaign setting? The short answer is, yes. The long answer is, be careful what one wishes for. If the defacto definition of ‘D&D monotheism’ would be the DM is ‘God’ and decides what the Infinite thinks, then that too would objectionable. God is infinite; the DM is less so. Basically, Divine Infinity exists beyond the fabric of space-time, simultaneously past, present, and future. In a monotheistic game setting, the Divine normally intervenes only subtly and indirectly, because, the Divine desires humans to make the world a better place by means of human effort. The risk to humans is real. The good that humans do is real. Normally God is hidden. God is most ‘visible’ when other humans are doing good things. In other words, if the DM wants to supply the team with help via some NPCs or items whose opportune timing is ‘miraculous’, that can be fine and fun. But in terms of actual game rules, monotheism is part of the background flavor without any need for mechanical rules.

This is one possible monotheistic campaign. But just because there is one god doesn't mean that they have to be a detached god. Nor does a polytheistic religion require the gods to be active in the campaign world. It would be just as simple to design a world where there are no gods, yet there are religions - monotheistic, polytheistic, spirit-based - that are the mortal beings interpretation of the world, with the concept of gods created by them. One could even justify the existence of clerical magic as a function of faith, rather than granted by the gods.

What I want from D&D, and what would make me happy, is a setting-neutral Players Handbook. On behalf of the player, and on behalf of the DM.

This I agree with, although probably for different reasons. I would go a step further and remove most of the fluff, such as the nature of the different races. Those gaps would be filled by campaign setting books. So the elves on one world can be different than another. But the reality is, I can just ignore the fluff given in the PHB on elves, and use that from whatever setting I decide to use. Or make my own.

For the player, I want the player to always decide the spirituality of their own character. Like gender and sexuality, spirituality is an aspect of the deep identity of a reallife human. You cant mess around with the spirituality of a reallife player, unless you have permission from the player, and an opt-in from the player. Similarly, you cant force straight player to play a gay character, or a gay player to play a straight character. You can invite a player to experiment because they might find that entertaining, but if they say, no, it stops there, or the game becomes unfun for that player. You cant force a deeply monotheistic player to pretend to commit idolatry. It becomes unfun. It is nonnegotiable. The player needs a safe space to create a character on the players terms. I want any rules and flavor that the player consults in D&D to be gentle, and to support player choice.

As a DM I agree that I should never force a player to do something that they aren't comfortable doing. However, I have a bit of a more complex perspective on player choice. I think that the rules have shifted too much to player's choice. It's often difficult as a DM to set campaign rules regarding races and classes, for example. I don't have dragonborn in my campaign. That's often a sore point, particularly when running a public campaign like at a local store. I have a long-standing campaign world, and the races, cultures, history, etc. is well established. I'm extending an invitation to run a campaign for whoever would like to come join me in that world. I make it very clear ahead of time, providing a book of house rules and player information packet letting the players know what their character knows. My expectation is that when you show up at the table, you're ready to play in that campaign. It gives a specific list of acceptable races and classes (monks aren't allowed, for example, and it is a Forgotten Realms setting, but my specific campaign). When somebody shows up with a dragonborn monk, and a warforged artificer, it becomes a problem. I'm the bad guy because I'm not supporting player choice.

So yes, I will not ask somebody to do something that is offensive to them, against their beliefs, etc. I fully support that. But I prefer a more AD&D (1e) approach to player choice.

For the DM, I want a setting-neutral Players Handbook. When I DM, I require this. When I create a homebrew campaign setting, I need the game rules to support by world-building DM style. It takes a lot of work to evoke the illusion of a world. I dont want players constantly consulting rules whose flavors and setting assumptions are *wrong*, contradictory and confusing. These disruptions ruin narrative immersion. They break the fourth wall, sotospeak, force meta-gaming, and ruin the vividness of the game. I use flavor to build a world, and am sensitive to flavor text. I find unwanted flavor impossible to ignore, and in the current 5e Players Handbook, the unwanted flavor is everywhere.

I can see what you mean. I tend to have a lot of new players in my campaigns. I prefer that they don't own a PHB to start. I like them to focus on their character and what they want to do, and we'll help them learn how to do it. But I have also always created my own campaign PHB. Our home-brew rules are often to support our specific setting. So ultimately I don't have that problem with the regular rulebooks. I started this back in AD&D days, and have continued to do it with each edition I've run.

Compare how one might flavor psionics. If the official rules as written made every single psionic class and psionic power - even their baked-in mechanical rules - explicitly refer to Farrealms flavor, it would be a dealbreaker for many players, even players who would normally love psionics. As a DM, in order to create a homebrew setting where psionics is thematically meaningful, I have to be able to evoke the appropriate psionic flavor in that setting. I need the rules to at least be neutral. So I dont want to fight against every flavor intrusion on every page that a player opens up to consult its rules. Every single time.

If you need the rules to be neutral, then I'm not sure a game exists for you. I hate most of the material in VGtM, but I have it, and will use many of the creatures, along with some of the mechanics. But almost none of the first section that details the iconic monsters, and none of the monstrous PC races. But I still get a lot out of the book. In fact, part of what I get out of it is that it helps define what I don't want. I don't like the PHB Battle Master mechanics, so I changed it significantly. Perhaps it's because I started in the days where the rules were incomplete, and Dragon had alternate ideas on a monthly basis. Not to mention all of the other games and third party supplements of the late '70s/early '80s. So I've always approached the rules as a foundation to be tweaked to fit my setting. AD&D 2e even modeled this by the rules changes they made to suit each setting. Some had more modifications than others, but it highlighted that the game could be even better if some of the rules were tied more closely to the setting.

I want real D&D products that *support* DMs who homebrew campaign settings. Especially the Players Handbook that the players must consult.

I think 5e is light years ahead of 4e in this regard. Since 4e went so far as to alter established settings to fit their new fluff, it made it seem like it was the least home-brew friendly. Yes, there's a lot of fluff, but there are also a lot of nods to highlighting how it could be different in other campaigns, either other "official" settings, or home-brew. Actually, glancing through it now, the PHB, is pretty light on Forgotten Realms material. It's not really until you look to the APs and other releases that the Realms take center stage. The material on gods, in the cleric section, and in the appendix, list deities from all of the major settings, and the major historical pantheons.

I think it's also important to note that polytheism was the default approach for D&D religion since Gods, Demigods and Heroes for the original D&D set, prior to the release of AD&D, which continued that approach with both Deities & Demigods first, an article about the gods of the Forgotten Realms by Ed (October 1981, #54) and 10 issues later Gygax started a series on the deities of Greyhawk. So polytheism as the default of D&D goes back much farther than FR.

For both the player and the DM, I need setting-neutral rules. The player needs to define the character, and the DM needs to define the world. The rules need to support this fun that requires alot of work.

I have given up on D&D 5e. As-is,

Players Handbook → Forgotten Realms campaign setting assumptions → polytheism

For me the current PH, thus the 5e game, is unusuable.

Even if WotC put out a pdf, with the 5e Players Handbook content but with neutral rules, that would go a long way to support homebrew campaign settings.

They dont even need to call it ‘Dungeons & Dragons’, maybe call it ‘Quintessence’ (referring to the ‘5th’ edition and to the essential rules), a product line designed to support DMs who homebrew.

Well, again, if it's a need that the 5e rules fit your vision, then yes, it's not likely to do that. Because I'd be surprised if the 5e PHB really fits any single person's vision.

In the cleric section, there's a couple of paragraphs about choosing a god, but it also says check with your DM to learn which deities are in your campaign. And the answer in yours might be "none" or "none of the above" or "just one." There are sentences in each domain about specific D&D gods (and they aren't all Forgotten Realms - for example, the Knowledge domain lists 5 deities, and only one is FR), but those are both examples, and letting you know that if you select those D&D published deities, that's the domain for you. It would be just as easy to tell your players that the campaign has no gods, but you can select a philosophy domain for your cleric.

The fact is, gods have been an integral part of the design of D&D from the beginning. The published materials may or may not have promoted that as much or as little over the years. But it certainly was considered a central part of the concept by Gary Gygax.

I do get what you're saying from the standpoint that if it's in the book, players expect it to be that way. Players have been "trained" over many editions now to expect to be in charge of a bigger part of the game then originally presented in the AD&D PHB/DMG. There are some definite benefits to that (especially for their business model), but it does sometimes conflict with the DMs goals for their setting.

When I consider the things I don't like about 5e (which are many, but I really like the underlying mechanics), I am also fully aware that they weren't written for me, or not even necessarily people like me. It's a mass market game, that's designed to be for the largest group of people, and a "complete" game between the rulebooks and an AP. Religions are a part of that. They've chosen to place most of the APs in the Realms. The people buying them in quantities not seen since the '80s might love that they are in the Realms, they might not care, or maybe they hate it, but they want to play and that's the option they have. Whatever it is, they are selling, and further proving the design team "right" in their decisions and the direction of the game. Unfortunately, that's going to leave you outside that core group if you can't shift from "need" to "want."
 

Yaarel didn't say they thought it violated their theology, they simply said they don't want to pretend that their character is doing it. That is perfectly fair, just about everyone has some things that they don't want to imagine their character doing or have in their games.

Agreed. I think that folks need to back off a bit. I've been away a little bit, and I've been truly interested in understanding what [MENTION=58172]Yaarel[/MENTION] is looking for in the game. I think he outlined what he'd like to see very well. We can certainly agree that it's not likely to happen, and also question why 5e is being singled out (and the more I look through the PHB and DMG, why it's the fault of Forgotten Realms, since it seems to be about equally represented in the actual rulebooks).

Regardless, he's entitled to his opinions and preferences. And I'm not implying that his issue is driven by his own faith outside of the game (I don't know him), but I have known a number of people who will not play the game due to their beliefs. My mom was convinced I was going to hell because I played it. There was also a Christian RPG published back in the day to try to lure kids like me away from the evil business with dragons and demons.

...I may be making an assumption that he's a "he."
 

This doesn't parse. Did you mean to say it's hard NOT to make the gameworld polytheistic?

A few people in here have mentioned that Clerics to different deities in 1e all had the same spell lists, etc. I see this as simply an unfortunate limitation imposed by practical considerations such as page count in the books - if every deity had its own specific spell list for its Clerics (which in theory would be ideal!) it'd go on forever!

One thing that could have been done much more easily, or at least waved at, is the idea of deity-specific variants (DSVs) on some spells. I don't remember the Greyhawk deities but if there's, say, a deity of fire then some DSVs for that deity could be that Wall of Fire has a longer duration but Create Water is not available. So, no new spells, just a short list at the end of each one's write-up indicating any DSVs that apply to it. This probably would have had to wait until Unearthed Arcana, however, as the deities list wasn't really solidified when the original PH came out.

Lan-"still wondering how one deity can properly cover all 9 alignments"-efan

Well, of all places, the Forgotten Realms has/had that. Sort of. In 2e each deity had some spells that were only available to specialty priests (not just clerics) of those deities.
 

I shouldn't speak for Yaarel, but I suspect it's more than that. I myself hate the way D&D and other fantasy games treat polytheism as an objective fact of the world. That is, rather than treating polytheism as something that some cultures believe (with different cultures having different beliefs) it treats the various gods as things that absolutely DO exist and everyone KNOWS they exist. This leaves no room for any other types of beliefs to exist.

Well, I think that's simply because the game designers have designed the world so the gods do exist and take an active enough role in the world that everyone knows it.

Again, I think this approach started way back when they started publishing stats for gods, and then tied together (however strongly or loosely) all D&D campaigns into a multiverse, with planes where the gods actually live. If your campaign provides the provision for planar travel to those locations, then the gods can be verified (in theory).

With that in mind, it makes it difficult to design a D&D world that doesn't follow that pattern. Although Dragonlance started with the gods that did exist, but abandoned the world.

I treat things a little differently, starting with the assumption that even if they know the gods are "real" it doesn't mean that the churches actually know what the god wants. More importantly, churches are paths to power, and are frequently "corrupted" by mortals with other motives than just promoting their god and their faith. One thing that is often forgotten, is that not all clergy are clerics. So somebody can rise to power in the clergy without being a cleric, for example.

Arguments within and between faiths often has as much to do with the people as the gods. The HotDQ/RoT story was based on just this sort of situation.
 

Well, of all places, the Forgotten Realms has/had that. Sort of. In 2e each deity had some spells that were only available to specialty priests (not just clerics) of those deities.
Yes, in 2e they broke it out a lot more - possibly to the point of overkill. :) The references I was replying to, however, were regarding 1e.
 

Yes, in 2e they broke it out a lot more - possibly to the point of overkill. :) The references I was replying to, however, were regarding 1e.

Also, its not like its tons of spells per deity either, and i have all the FR 1e/2e material here next to my desk.
 

/snip

And I'm equally confident that classic D&D, with clerics and paladins wearing heavy armour and wielding heavy weapons, and performing miracles most of which have a fairly obvious provenance in real-world traditions, makes it trivially easy to run the game as implicitly monotheistic. Even moreso when anti-clerics and evil high priests are treated as foul sorcerers and traffickers in demons (with their spells that animate the dead, inflict injury and death, cause darkness, etc).
/snip

Are you speaking about AD&D or OD&D here? Because, AD&D doesn't agree with you. Heck, the Appendix in the AD&D PHB outlines the outer planes and tells you that there are lots and lots of gods.

Now, is it easy to do? Maybe. I don't know. But, the point is, D&D has NEVER been presented that way. Even if we want to say that evil priests are "foul sorcerers" (but, then, how do they cast cleric spells since sorcerers are specifically magic users (it IS a title of MU after all) that's NOT how the game is presented. Modules, campaign settings, virtually every single thing ever published (with a couple of outliers) presents D&D as a polytheistic world.

I mean, sheesh, Gods, Demigods and Heroes is published in 1976. And, shock and surprise, not a single monotheistic religion to be found.

Can you do it? Sure, you can do whatever you want. But, the idea that D&D is monotheistic because clerics and paladins, well, that doesn't make much sense anyway - there's nothing implying that clerics and paladins follow the same diety and quite a bit that implies the reverse - the descriptions of the classes, the existence of evil clerics, the existence of various gods in modules and setting descriptions, and a bloody honking big book of polytheistic religions to use in your D&D game. And, outside of very, very early D&D, there's virtually nothing supporting the idea at all.
 

Are you speaking about AD&D or OD&D here? Because, AD&D doesn't agree with you. Heck, the Appendix in the AD&D PHB outlines the outer planes and tells you that there are lots and lots of gods.

Now, is it easy to do? Maybe. I don't know. But, the point is, D&D has NEVER been presented that way. Even if we want to say that evil priests are "foul sorcerers" (but, then, how do they cast cleric spells since sorcerers are specifically magic users (it IS a title of MU after all) that's NOT how the game is presented. Modules, campaign settings, virtually every single thing ever published (with a couple of outliers) presents D&D as a polytheistic world.

I mean, sheesh, Gods, Demigods and Heroes is published in 1976. And, shock and surprise, not a single monotheistic religion to be found.

Can you do it? Sure, you can do whatever you want. But, the idea that D&D is monotheistic because clerics and paladins, well, that doesn't make much sense anyway - there's nothing implying that clerics and paladins follow the same diety and quite a bit that implies the reverse - the descriptions of the classes, the existence of evil clerics, the existence of various gods in modules and setting descriptions, and a bloody honking big book of polytheistic religions to use in your D&D game. And, outside of very, very early D&D, there's virtually nothing supporting the idea at all.

Well, to start with, even our own earth isn't monotheistic. It has monotheistic religions, but at the same time there are polytheistic religions too. And there are also philosophical beliefs that don't focus on a god, or spirit-based faiths that also don't believe in a god.

So adding one would be trivial. For that matter, it wouldn't be hard to turn the Church of Bane or the Church of Cyric into a monotheistic religion, where they insist that their god is the only true god and the others are nothing but powerful creatures akin to demons and devils and not worthy of worship.

But I don't think that's what [MENTION=58172]Yaarel[/MENTION] is referring to. He seems to want a game where the entire system follows a single monotheistic religion, if any.

Even the Realms doesn't indicate there is a single religion (with the Faerun pantheon "one religion"). In Faiths & Avatars it specifies 8 regions around the world, with seven different "religions." All are polytheistic, although the Chultan pantheon is only two gods. Other than Mulhorand and Chult, the other religions are from different campaign settings, all attached to the Realms by TSR - Kara-Tur, Zakhara, and Maztica.

I don't particularly care whether D&D has presented something in a certain way. As I've said, the fluff in the books is only relevant to me if I like it (well, in terms of Realms lore I include much of what I don't like too, simply because the real world is full of stuff I don't like, so the Realms probably should reflect that too).

Sorcerers are one. Not because I don't like the sorcerer per se. I just don't care for the lore, nor that (particularly in 3.x) they just got the same spells as wizards. In my campaign, arcane spells can be more complex, because the spell formula, and the verbal, material, and somatic components all worth together to shape the magic. Sorcerers in my world are shaping the magic as they cast it, using only somatic components. They don't have spells (although later on they learn a handful, essentially by reverse engineering), they just shape the magic. There is also a greater chance of something going wrong for a sorcerer than a wizard, although a spell focus helps.

Sorcery is the magic of dragons, although they are intelligent enough that they can learn actual spells as a wizard as well. These are usually metallic dragons that spend a lot of time in humanoid form (more elvish) in civilization as a wizard. So it is likely (and certainly a leading theory) that sorcerers are descended from "dragonborn" who are simply the child of a shapeshifted male dragon and a human or elven female.

The real point being that really nothing in the books is required to be used as written in your campaign. The amount of actual text in the PHB and DMG that reverences the Forgotten Realms or polytheism is quite small, and are essentially examples, quotes, or sidebars. In fact, I'd say that they were written in such a way that if they had started with several adventures set in Greyhawk, that it would have been seen as the "default" setting. In the Starter Set, LMoP could easily have been flavored for Greyhawk.
 

Are you speaking about AD&D or OD&D here? Because, AD&D doesn't agree with you. Heck, the Appendix in the AD&D PHB outlines the outer planes and tells you that there are lots and lots of gods.

Now, is it easy to do? Maybe. I don't know. But, the point is, D&D has NEVER been presented that way. Even if we want to say that evil priests are "foul sorcerers" (but, then, how do they cast cleric spells since sorcerers are specifically magic users (it IS a title of MU after all) that's NOT how the game is presented. Modules, campaign settings, virtually every single thing ever published (with a couple of outliers) presents D&D as a polytheistic world.

I mean, sheesh, Gods, Demigods and Heroes is published in 1976. And, shock and surprise, not a single monotheistic religion to be found.

Can you do it? Sure, you can do whatever you want. But, the idea that D&D is monotheistic because clerics and paladins, well, that doesn't make much sense anyway - there's nothing implying that clerics and paladins follow the same diety and quite a bit that implies the reverse - the descriptions of the classes, the existence of evil clerics, the existence of various gods in modules and setting descriptions, and a bloody honking big book of polytheistic religions to use in your D&D game. And, outside of very, very early D&D, there's virtually nothing supporting the idea at all.

You don't need support for it and never needed support for it. The various publications including gods, demigods, and heroes just serve an interest among the player base and cater to their interest in mythology and the stories in which gods interact with mortal life from the Iliad and the Odyssey to Elric of Melniboné and Thieves' World. They aren't really making a statement that D&D settings should be pantheistic, just that they can be.

And I think your veering off in the wrong direction about what pemerton is saying about paladins and clerics. They don't imply monotheism and he's not saying they do. Rather they are inspired by the mythology and lore of a monotheistic religion. Incorporating that religion and having those classes explicitly embrace their inspiration is pretty easy. I'd even say it's trivial. From powers like laying on hands to spells like insect plague, the inspiration is clearly there. If only they hadn't stopped before the visitation of hemorrhoids spell...
 

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