N0man said:
They didn't throw out the whole Realms, they just shook it up enough and poked enough holes in it so that players and DMs could have more stake in it, more freedom to customize it and evolve it in ways that they see fit.
Well, that's kind of misapprehending why people chose to play in FR. Part of the appeal of the setting for many fans is to go over those famous landmarks and mythic regions, to see the effects of mythic NPC's, to feel the history seeping from every tavern, and to have your intricate knowledge rewarded, though not necessarily required (I don't know of any real problem with players who read everything imposing the Way Things Are on DM's who were forced to acquiesce -- it's just a variant on the rules law, and is trumped by the same thing it's been trumped by since 1e, the DM's authority).
I mean, why choose FR over your own home campaign if all it is going to offer you is exactly the same thing that homebrewing offers you? Nobody was ever forced to DM an FR game against their will, so if you want to DM an FR game, you want to involve yourself in a well-detailed world.
I mean, I get wanting to free up some space and make room for individual DM's, and I can support that, but blowing up the realms was probably the most ham-fisted and awkward way to do it. They would have to use a lighter touch in the Campaign Guide anyway, so just giving a broad overview and some specific threats would have probably been just fine.
The specific ways it was done may be unique to the Realms, but this seems to be a guiding philosophy in 4E. It's a game of points of light in the darkness, and with enough holes and freedom to really make the game your own.
This approach is one of the things I've strongly supported in 4E.
Really, one of the things that is strongly supported in
every edition of D&D is your ability to make the game your own, so 4e has no special dispensation to do that that OD&D didn't also have.
And if "it's a game of points of light in the darkness," then imposing that style on every setting is the exact opposite of letting us make the game our own, and it is unnecessarily limiting.
But really the core of the issue is that people don't play in FR, by and large, to play in a postapocalyptic realm of magical fallout. That's for the Mournland in Eberron, or individual DM's, or the entire Dark Sun setting to dabble in. The goals certainly didn't require that, and doing that may have ended up driving off more people than it attracts, because it doesn't offer much now to either fans of FR, or people who aren't fans of FR, whereas before it just excluded the latter.