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*Dungeons & Dragons
[Forgotten Realms] The Wall of the Faithless
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<blockquote data-quote="MG.0" data-source="post: 6763936" data-attributes="member: 6799436"><p>I'd just like to throw in that I find the entire concept of <strong>canon</strong> to be idiotic when applied to D&D.</p><p></p><p>D&D is fundamentally a game of imagination. Campaign worlds exist solely (at least originally) to reduce the workload on DM's. They are meant ot have huge blank spots and gaps for you to fill in however you please (at least they used to). The idea of a prescriptive, comprehensive, fully detailed world is anathema to a good D&D campaign setting because you can't really make it your own without someone complaining. This is one of the reasons I actually like Greyhawk better than FR. I also never cared for the Realms kitchen-sink approach to cultures. Going above and beyond the actual RPG accessories and including novels as D&D canon that must be obeyed is ludicrous. Vast swaths of canon serves a purpose for world building if your goal is to sell more stuff, but it really has little place in D&D campaigns. There are as many parallel universe versions of the Realms as there are DM's out there running it. The novels aren't even one of those.</p><p></p><p><strong>Do whatever you like.</strong> For instance, have a campaign centered around a group of characters who believe the gods are frauds (just super-powered mortals) that go on an epic quest to destroy the entire Fugue plane. For fun, have them insert the old gods into the damn wall and see how they like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MG.0, post: 6763936, member: 6799436"] I'd just like to throw in that I find the entire concept of [B]canon[/B] to be idiotic when applied to D&D. D&D is fundamentally a game of imagination. Campaign worlds exist solely (at least originally) to reduce the workload on DM's. They are meant ot have huge blank spots and gaps for you to fill in however you please (at least they used to). The idea of a prescriptive, comprehensive, fully detailed world is anathema to a good D&D campaign setting because you can't really make it your own without someone complaining. This is one of the reasons I actually like Greyhawk better than FR. I also never cared for the Realms kitchen-sink approach to cultures. Going above and beyond the actual RPG accessories and including novels as D&D canon that must be obeyed is ludicrous. Vast swaths of canon serves a purpose for world building if your goal is to sell more stuff, but it really has little place in D&D campaigns. There are as many parallel universe versions of the Realms as there are DM's out there running it. The novels aren't even one of those. [B]Do whatever you like.[/B] For instance, have a campaign centered around a group of characters who believe the gods are frauds (just super-powered mortals) that go on an epic quest to destroy the entire Fugue plane. For fun, have them insert the old gods into the damn wall and see how they like it. :) [/QUOTE]
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