ruleslawyer said:
You and I may not be using the same definition of "canon," KaeYoss. "Canon," to my mind, is the notion that the Realms is a shared universe with many authors AND that everything that "happens" in a Realms sourcebook or novel is meant to be applied literally to the development of the setting by all DMs who subscribe to the Realms franchise.
Generally, this is my definition of canon, too: The stuff that happens in sourcebooks and novels is official. But then again, "official" in D&D means "use it if you want, discard it otherwise", and of course, they don't force you to buy - they even make almost all of the stuff independant. So tilverton is meant to be destroyed, just as weapon finesse is meant to have the Prerequisite BAB +1. If you don't like it, change it.
I'm happy if the events set forth in the setting offer me guidelines as to possible developments rather than hard-and-fast happenings that influence vast areas in my campaign world.
You have to see that from a timeless point of view. Sure, if you consider all of it based on 1372/73 as the "presence", the events of the Archwizards Trilogy, of the War of the Spider Queen Series, and so on, change the stuff as you play it. (Unless you ignore the books when they mess with stuff that happens in the area you play in). But if you started in 1380, these events would be part of the background story. If you start a campaign in 1350, the Time of Troubles will mess up with the stuff that happens in your campaign (say, you play in Tantras, Shadowdale or Waterdeep, and one of the characters is a cleric of Bane).
You see it as a bad thing that the events of the Realms continue. I see it as a good thing - that way, it isn't stuck in the year 1372 (or any other), frozen in one moment (as if the Auditors got frustrated with Earth and came to Toril ;-)), life in the Realms goes on even beyond that what the Characters do. I really don't want to keep 1372 as the "present" for several years, until the FRCS 4.0 is released
My point isn't that people shouldn't write novels and sourcebooks that take place after 1356, or that change the setting, but that a philosophy that states that all of this is "official" and thus to be swallowed whole is not a good one. IOW, "canon" is an absurd idea because of what it traditionally means: That there is a right and orthodox set of campaign materials, including, sadly enough, the novels, and a wrong take on the campaign, which is everything else.
there is no wrong take. D&D knows no wrong takes (unless we decide to give the cleric 8 skill points, d12 and bonus feats every level ;-)). Sure, the official setting includes all information from the sourcebooks and all events from the novels, but wizards won't sue you when you don't buy and read them all.
And I'm happy to do that minus the ToT, the RotA, the unification of Tethyr, and anything else I don't want, thank you. What I don't appreciate is an attitude, whether on the part of meddlesome players or other DMs, that it's somehow "wrong" if I do so, which is where I think the whole idea of "canon" goes.
Ah. Now I understand you. You don't have a problem with the concept of canon in itself. You have a problem with those players who want to dictate the DM's behaviour by saying stuff like "no, you MUST let Cyric kill Bhaal because it's in the novel!" I have a problem with players like this, either - and I don't think this is the intent WotC has when they make a canon version of the realms (since they themselves advocate the tools-not-rules-attitude). It is OK to tell about the events in the novels, as long as you don't demand that the DM uses them. On the other hand, you can expect from the DM that he at least reads the FRCS entries that apply to the area and the organizations he intends to use.
Of course, if the DM says that in his campaign the Time of Troubles happened, the Shades came back, and Tethyr is united, you can't do anything about it - he has the same rights as you were you DM.
It's a problem when (a) there are too many of them;
I don't think so, unless they all apply to the area you want to play with, and even then you can discard them
(b) they're difficult to work around for DMs;
Huh? Just say "didn't happen" and it's ok.
and (c) they lead to the proliferation of things that are already over-abundant in the setting (gods, magic, drow);
Gods: We had new ones, but old ones died, so it's only the new shift coming in
Magic: the FR are magic rich, though not so rich as they were some centuries ago, when 10th-level and better magic was still possible
Drow: Since most of it takes place in the underdark, far away from any surface locale, you can ignore them most easily
(e) they take place as monolithic, vast offstage events in which your own PCs can't really involve themselves, rather than providing opportunities for greater adventure. (The ToT is a notable exception to the last, because at least you could have run your PCs through the modules.)
So all you're concerned about is that they have no modules for the stuff? It should not be too hard to tailor the events to your campaign (if you play in the respective areas) and institute the players as the heroes.
By the above standards, there are a great number of RSEs that bother me, including the RotA, the ToT, and the emergence of the Cormanthor drow, none of which I feel help the setting, and all of which radically alter it.
The ToT did alter the Realms radically and had a lasting effect (divine spellcasters must worship gods), but that's not soo bad IMO.
The city of Shade just means that anauroch is more dangerous than before (but no normal people would venture there, anyway) and that the assortment of random encounters now includes some shade in the process of unearthing arcana.
The Cormanthor are actually a good evolvement IMO. Without surface drow, Vhaeraun and Eilistraee don't make that much sense (both deities of surface drow). It also gets rid of the "Drow can only live underground or they turn to dust" garbage.
The fact that they're only to be found in cormanthor means that it isn't really a Realms shattering event. They annoy some locals in the forest, and have some ventures into Myth Drannor. They're no global players that threaton to invade all Faerûn...
And, to reiterate it: the presence of a Realms canon doesn't mean that wizards requires you to incorporate it all, or is mad at you if you don't. Don't blame it on canon if some players are overzealous and yell at you for not letting Eldath and Mielikki appear in the time of troubles, summoned by Elminster, to stop a crazed eldath-priest who wants to kill some mielikki rangers. No, just hit them over the head with a rolled up splat book, tell them to shut up, and keep doing it your way