We should assume the Druids are protecting the plants and animals and clerics are supporting their gods' followers, because that's what Druids and Clerics DO.
I know that I'm adding stuff to the Adventure text. Adventures have never been meant to be taken 100% literally without ever tweaking anything. "Make it your own" is the standard. It's probably why they don't worry too much about making it "perfect" (a fool's errand anyway, as we all have different opinions as to what that would even look like.)
You could put Elminster, Dr'zzt, or whoever into the adventure if you're that kind of Realms fan!
I am not. (I've never read any of the books) and I like my player's characters to be the heroes. Some people love those guys, though. Lots of people, apparently. They could go that way.
As far as the other gods go, I kinda would expect them to resist her somehow. Maybe not show-up-and-fight type stuff, but that's not how I usually use gods anyway, but at least make it hard for her to just take over. You know, stuff like empowering their clerics and making her spells not work perfectly every day.
Look, obviously, you don't have to do it my way at all, and that's great!
"Make it your own" should not mean that we have to finish building the scenario.
How many clerics are listed in the Ten Towns? What gods do they worship? Are they offering their services for free, or is there a cost? Where are the Druids located? What do they think about the Winter? Are some fine with it and others upset about the disruption to the cycle? Are they fighting?
Why did I buy a module that I need to assume the the role of building at least 10 if not more NPCs?
I mean, if I'm buying a module and planning on running it, it is because I don't want to build an adventure myself. In fact, I have often had modules recommended to me as an easier way to DM, because you don't need to build anything, you can just run the module. And if the setting would assume a group is active, by default, shouldn't the module make mention of them?
I get you are happy with things as they are, but this insistence that there is nothing strange about the module being incomplete and contradictory because I'm supposed to "make it my own" is just strange to me. I could have googled Icewind Dale and made my own adventure if I was that determined to make my own Icewind Dale adventure. If I buy the module, I want to run something pre-made, and preferably, complete.
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I think it has long been established that the description of Icewind Dale's inhabitants doesn't match the sense of urgency introduced in the premise of the adventure.
At this point you can accept it, change it, or refuse to play the adventure, but it is a fair criticism of RotFM.
Right, that's my point. It is a fair criticism. So why do I keep getting told it is not a fair criticism? Why am I being told that it is completely natural and expected for me to have to go in and fix the module to "make it my own"?
If that is how things are supposed to be, then my criticism wouldn't be fair. Because I'm supposed to be expected to change it anyways. This is the problem I keep having. People keep saying that these criticisms are not fair, not warranted, and excessive, because we as DMs are supposed to go in and finish writing the module, and editing the parts that make no sense.