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[Forgotten Realms] The Wall of the Faithless
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<blockquote data-quote="Phantarch" data-source="post: 6780750" data-attributes="member: 6801685"><p>And all of that, I'm OK with. Those are all in-world arguments. The point of my analogy was that the flaw in reasoning is arguing that because something is a certain way in one place it should be in another place.</p><p></p><p></p><p></p><p>And I am admittedly out of my element here. All of the baggage of published settings is why I typically do homebrew settings. It's frustrating to think that somebody should HAVE to take into consideration 40 years of multiple campaign settings across multiple editions to make sense of a single campaign setting.</p><p></p><p>I'm still not convinced that even the interconnectedness of the various worlds and crystal spheres necessitates a sameness in metaphysics, nor that it places culpability on the faerunian gods by having a different setup. However, I haven't the time nor the inclination to research Spelljammer, Planescape, et. al. to formulate a counter argument, so I will defer.</p><p></p><p>My interest lies in this question: Can an insular, unattached campaign setting have the afterlife setup of the forgotten realms and still have good deities?</p><p></p><p></p><p></p><p></p><p>And I fully agree that having the Good gods conspire against Kelemvor is a solution and interesting.</p><p></p><p>I hope that I haven't come across as saying "this is just the way it works, accept it!". That is as boring to me as "It's just wrong". I have rather been trying to offer scenarios in which the current setup could be justified. I'm not trying to invalidate the solution of having the Wall torn down as evil, so much as I'm trying to say that this isn't the ONLY way to play forgotten realms.</p></blockquote><p></p>
[QUOTE="Phantarch, post: 6780750, member: 6801685"] And all of that, I'm OK with. Those are all in-world arguments. The point of my analogy was that the flaw in reasoning is arguing that because something is a certain way in one place it should be in another place. And I am admittedly out of my element here. All of the baggage of published settings is why I typically do homebrew settings. It's frustrating to think that somebody should HAVE to take into consideration 40 years of multiple campaign settings across multiple editions to make sense of a single campaign setting. I'm still not convinced that even the interconnectedness of the various worlds and crystal spheres necessitates a sameness in metaphysics, nor that it places culpability on the faerunian gods by having a different setup. However, I haven't the time nor the inclination to research Spelljammer, Planescape, et. al. to formulate a counter argument, so I will defer. My interest lies in this question: Can an insular, unattached campaign setting have the afterlife setup of the forgotten realms and still have good deities? And I fully agree that having the Good gods conspire against Kelemvor is a solution and interesting. I hope that I haven't come across as saying "this is just the way it works, accept it!". That is as boring to me as "It's just wrong". I have rather been trying to offer scenarios in which the current setup could be justified. I'm not trying to invalidate the solution of having the Wall torn down as evil, so much as I'm trying to say that this isn't the ONLY way to play forgotten realms. [/QUOTE]
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[Forgotten Realms] The Wall of the Faithless
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