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FR gods, too many?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1140183" data-attributes="member: 871"><p>I've only recently began to run a game set in FR, mainly due to its popularity with my players, as well as the relative plethora of info on it out there. It can be a great setting, & has potential for great games.</p><p></p><p>However, IMHO, the setting can be improved by actually smoothing out the setting a bit more. It still feels like older editions of AD&D to me--a basic ruleset with a lot of tacked-on systems that don't mesh well with the core, and allows elements that aren't too balanced out. While I don't think that it's as bad as Rifts (IMHO) for lack of balance, I do think that it can easily go that way.</p><p></p><p>Frankly, IMHO, the FR gods don't really feel like gods--more like powerful place-spirits to me, esp. with the large number gods in the setting, despite divine rank (I think it'd help if a lot of the lesser deities only had adepts instead of clerics, but that's another issue). And, since the divine structure is so mutable (Time of Troubles as well as some pre-ToT myths have established that), I wonder why the large number of deities still exists? Why hasn't Tempus absorbed the aspects & portfolios of Anhur, or Azuth the portfolios & aspects of Thoth (or vice-versa)?</p><p></p><p>I know that GMs can initiate any changes they desired into their version of the FR campaign setting, but then again, there are some players & GMs who'd prefer to stick with the default, "canon" setting. A strictly-adherent group of fans just a concerned about issues of "canon," not unlike the fans of the "original" form of Greyhawk, or some Star Trek & Star Wars fans. As a result, the growing amount of "crunch" for the setting, IMHO, makes it a bit less friendly for new players. And I think that, ultimately, the vast number of deities exists to feed the "crunch" factor of the setting.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1140183, member: 871"] I've only recently began to run a game set in FR, mainly due to its popularity with my players, as well as the relative plethora of info on it out there. It can be a great setting, & has potential for great games. However, IMHO, the setting can be improved by actually smoothing out the setting a bit more. It still feels like older editions of AD&D to me--a basic ruleset with a lot of tacked-on systems that don't mesh well with the core, and allows elements that aren't too balanced out. While I don't think that it's as bad as Rifts (IMHO) for lack of balance, I do think that it can easily go that way. Frankly, IMHO, the FR gods don't really feel like gods--more like powerful place-spirits to me, esp. with the large number gods in the setting, despite divine rank (I think it'd help if a lot of the lesser deities only had adepts instead of clerics, but that's another issue). And, since the divine structure is so mutable (Time of Troubles as well as some pre-ToT myths have established that), I wonder why the large number of deities still exists? Why hasn't Tempus absorbed the aspects & portfolios of Anhur, or Azuth the portfolios & aspects of Thoth (or vice-versa)? I know that GMs can initiate any changes they desired into their version of the FR campaign setting, but then again, there are some players & GMs who'd prefer to stick with the default, "canon" setting. A strictly-adherent group of fans just a concerned about issues of "canon," not unlike the fans of the "original" form of Greyhawk, or some Star Trek & Star Wars fans. As a result, the growing amount of "crunch" for the setting, IMHO, makes it a bit less friendly for new players. And I think that, ultimately, the vast number of deities exists to feed the "crunch" factor of the setting. [/QUOTE]
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