I got both types of players / DMs in my rounds. Some really hate divine (or High level NPC) interventions, especially if they are the only means of winning.In the vein that they view the Cataclysm that the gods sent to the mortal world for Istar's corruption as justified to some extent. Or believe that consigning antitheists and atheists to cosmic building blocks is a necessary evil for the greater good.
Dragonlance has been on my mind lately for various reasons, and between it and Forgotten Realms I notice that the tabletop social circles I notice certain acts of divine violence as a big dealbreaker for people who'd otherwise be interested in the settings. Or they like the settings but would either retcon or alter said aspects, or even cast the gods in a more antagonistic role.
But the number of Wall/Cataclysm defenders I know of can be counted on one hand. And I've been on quite the number of forums.
Has anyone here encountered such defenders? What was their reasoning?
And if any posters happen to be such defenders, I wouldn't mind hearing your rationales.
But i think you got to differentiate here:
As a plot device, or being far back in history these things can really rock, and i found no one yet who does dislike them actually:
If historic to explain why the cmapaign world is what it is, like DL Ishtar or Twin cataclysm in Greyhawk, they are well accepted.
If plot device, aka your beloved vanilla campaign suddenly gets a full blown zombie apocalypse or sucked into the nine hells it is absolute great stuff for the DM as for the players. For the DM it is great because he can justify all sorts of shenanigans like altered magic, limited safespots to rest etc. , for the players it is great because they are plunged head over heels into the total unexpected, their world has suddenly changed drastically, no saving the princess from the dragon or stealing the hidden artefact out of some merchants store, not even repelling the orc hordes, but instead literally saving the planet.
It is maybe also on how you present these events to players. These happenings are epic, and should have epic consequences, but the players should recognize their new top priority task also, which is clearly to revert things or at least to prevent the worst consequences of a cataclysm. In the end this could make them epic heroes if they succeed.
The only exceptions which are not liked so well but they tend not to get used therefore, are some of the FR ones: While the kingdom of Netheril in the past is good, everything spellplague and sundering is not taken so well by some of my groups. Thsi is because the FR stuff often was to explain changes in game mechanics which could rather ignored, i mean how many people would change their beloved characters to a new edition mid campaign? I do not know many.