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[Forgotten Realms] The Wall of the Faithless
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<blockquote data-quote="Phantarch" data-source="post: 6762794" data-attributes="member: 6801685"><p>See, here's my question. Just because Forgotten Realms uses part or most of the planar structure of the Great Wheel, why does that mean it has to follow all of the rules of that?</p><p></p><p>If I'm making a custom, homebrew campaign setting, it's perfectly acceptable to pick and choose the planar elements I want for my campaign setting. I can even take the complete Great Wheel cosmology, but instead dictate that when a soul dies, they have to face off against other dead souls in a rousing game of charades to earn the opportunity to spin the Wheel of Fortune that randomly decides which alignment plane their soul goes to. I can even decide that it's possible to travel to Greyhawk and Forgotten Realms from my world.</p><p></p><p>In such a world, it's not a valid argument to claim that because I use all of these things, I'm beholden in any manner to recognize rules set out in other D&D products that reference the Great Wheel cosmology. In my campaign, I'm using a modified Great Wheel, and the answer to why it doesn't fit the standard model is because I made it that way. The answer to "Why did the gods decide to do this?" is "Umm, they didn't. I did." It's just the cosmological setup I created as the campaign designer; the gods are as stuck with it as the characters are.</p><p></p><p>I don't think that anyone would argue that I'm not allowed to do this in my homebrew campaign setting. So, why is it argued that Ed Greenwood has to?</p></blockquote><p></p>
[QUOTE="Phantarch, post: 6762794, member: 6801685"] See, here's my question. Just because Forgotten Realms uses part or most of the planar structure of the Great Wheel, why does that mean it has to follow all of the rules of that? If I'm making a custom, homebrew campaign setting, it's perfectly acceptable to pick and choose the planar elements I want for my campaign setting. I can even take the complete Great Wheel cosmology, but instead dictate that when a soul dies, they have to face off against other dead souls in a rousing game of charades to earn the opportunity to spin the Wheel of Fortune that randomly decides which alignment plane their soul goes to. I can even decide that it's possible to travel to Greyhawk and Forgotten Realms from my world. In such a world, it's not a valid argument to claim that because I use all of these things, I'm beholden in any manner to recognize rules set out in other D&D products that reference the Great Wheel cosmology. In my campaign, I'm using a modified Great Wheel, and the answer to why it doesn't fit the standard model is because I made it that way. The answer to "Why did the gods decide to do this?" is "Umm, they didn't. I did." It's just the cosmological setup I created as the campaign designer; the gods are as stuck with it as the characters are. I don't think that anyone would argue that I'm not allowed to do this in my homebrew campaign setting. So, why is it argued that Ed Greenwood has to? [/QUOTE]
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[Forgotten Realms] The Wall of the Faithless
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