D&D 5E What does Midgard do that Forgotten Realms and Wildemount don't?

I've always felt that the frozen state of Faerunian geopolitics is actually a subtly realistic bit of speculative worldbuilding. With all the Dragons, cabals of evil wizards, Goblinoid hordes, trolls, Liches, Giants, Centaurs, etc, etc etc...that all existing states are in a constant struggle for survival, hence all the steady work for adventurers and anlack of energy for opportunistic expansion. Also, lots of room between "Points of Light" where there literally be dragons.
I heard an opinion that made me like the "stasis" of Forgotten Realms a lot more, basically, his take was that Toril has basically been threatens and on the brink of destruction so many times that the people have gotten a bit of nihilism about nation building. Basically, it's inevitably gonna be blown to hell, so why try to do something like make an empire?
 

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Part of the charm of the Forgotten Realms, in my view, is that it is such a jumbled mess...but it somehow works. It still carries the pure joy of a little kid named Ed Greenwood who first dreamt it up, but is also the result of dozens of different designers. It is a big heap of ideas, with names that would make John Ronald Reuel cringe, but the boyishness of its execution makes it just pure fun.

Greyhawk's charm is that it feels like a time capsule into both the mind of Gary Gygax and the halcyon days of D&D. It is dated, anachronistic, but that's why people love it. It is like an LP that is a bit scratched up, but the scratches work and are part of the music. That said, it seemed diminish when it was copied to CD, and further diminished as an mp3. Greyhawk is best enjoyed as that scratchy LP.

Golarion feels more like a set-piece, which makes sense considering that it was originally conceived of as the movable set for Paizo's adventure paths, but it does what it seeks to do quite well. In a way it is like the answer to the question: What if a bunch of experienced game designers got together circa 2003 and designed a kitchen sink for 3.x D&D, that incorporated the best of what came before, but without the inconsistencies and anachronisms? It might not have the same charm as the Realms or Greyhawk, or the distinct flavor of Midgard, but it makes up for it in that it was clearly crafted out of a love of D&D.

Midgard shows a greater degree of craftsmanship. Everything fits together, and it is clearly masterful in its execution. It is like classic ice cream flavors that harmonize so well together, or like that album of a prolific band that just comes together perfectly. In a way, it is kind of what you might imagine would be the "perfect" Earth-analogue D&D setting: enough earthiness to make everything recognizable, but enough magic and craftsmanship to make it no mere copy.

As for Mystara, well to be honest, I never was a huge fan but don't want to badmouth it, because I know for those who grew up on BECMI, it feels like home. If Greyhawk exemplifies the D&D of the 70s, then Mystara is the 80s. I never loved the bearded elves, but the incredible art of Stephen Fabian sure was a nice touch.

Speaking of the 80s, for those that started playing D&D after the 80s, it is hard to adequately explain the impact of Dragonlance on the D&D community. This was before the internet, yet there was a sense of connection: we were all part of this big story, mostly through the novels, but also through the adventures and the various supplements that came out. When those supplements expanded the world into Taladas and other places, it was like discoverng a surprise addendum that made the main story even better. It was also our first experience of a strongly themed D&D setting that broke from the traditional D&D tropes. New gods, the towers of wizardly, and Irda! Somehow Krynn seems like a lost world, but whenever I think about it, I am reminded of how good it was.

I must mention Spelljammer, which to me is the disco of D&D settings: you either love it or hate it (maybe not hate, but see it as ridiculous - which it is, but in a lovely way), but even if you're in the latter group, you grudgingly appreciate its over-the-top style. Whenever I think of the wonderful decade or so of setting experimentation that was 2E, I think of Spelljammer as the most outrageous, if short-lived, offering.

Dark Sun was a remarkable achievement in that it somehow captured the essence of sword and sorcery, but with flavors of science fantasy, Dune, and its own unique qualities, some of which were simply unsurpassed in the D&D canon (dragon kings? avangions?!).

Planescape, to me, was almost TSR's answer to the World of Darkness. You have factions, you have flair and style. It is the 90s: the decade bookended by garish fashion remnants of the 80s on one end, and the Matrix on the other. It was, in many ways, the quintessential Gen X setting.

Birthright...the red-headed stepchild of the 2E setting glory days? It was a nice accomplishment in its own, ahem, right, and almost certainly frozen in time.

I wasn't crazy about Eberron at first, and to be honest was a bit baffled that it won the setting contest, thinking the choice was a bit contrived. But it works, it has its place, and as I dived deeper into it, from Scarn to Xendrik to Sarlona, it carved out a special place in my heart and deserves its place at the table of core D&D worlds.

Which brings us to Points-of-light, or should I call it Nentir Vale? Or whatever the larger world is called? It was an unfulfilled promise, forever terra incognito as we'll likely always wonder what's off the edge of the map, and were merely teased with the larger map of that board game. Alas, it--like the edition it rose out of--was short-lived. We'll never really know you, Nerath world.

That was unexpected...I didn't intend to go that far, so will leave it at that. I know, I didn't mention Blackmoor, Ravenloft, Kara-Tur, Al-Qadim, Council of Wyrms, Jakandor, Rokugan, Ghostwalk...but I've gone on long enough already.
 
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I thought the Paizo staff at least used Greyhawk almost exclusively? The various Dungeon Mag Adventure Paths are all set in Greyhawk, with online conversions for FR and Eberron.

There was a bunch of stuff for FR, but that might have been more in Dragon magazine. An example of this would be new elf Gods for the Forgotten that were largely ignored until MTOFs remembered they existed.
 

You forgot Thay vs. Rashemon a couple times and the Horde devastation of Kara Tur and invasion of Western Faerun.

If I tried to hit every more FR war I'd be hours at it. 😃

I also didn't mention the war between Shou Lung and Tu Lung, the war between Shou Lung and Wa, Cormyr's civil war, the attempted invasion of Evermeet, the war between the Ffolk and Amn, the wars between Thay and all it's neighbours, the Wars between Unther and Mulhorand, the war between Mulhorand and pretty much anyone they thought they could conquerer, the war between Untherites on Abeir and their oppessors on Abeir, the war between Many Arrows and the Lords Alliance, the various Underdark Wars, the Ancient wars between Dragons and Giants, the war between Lizardfolk and Aarckora on Coliar, the times when the blood war over flowed onto Toril, the invasion of the Utter East by Zakhara, ect...
 


Where does the Scarred Lands fit into this?
Scarred Lands started off as post Greek Myth-ish apocalypse war 3e D&D with the overarching themes of nine alignment gods having triumphed over terrible primordial titans, core book divine races and weird hostile new monster book titanspawn, and weak states and populations after the war. Like Midgard and Golarion and FR it had lots of themed plug and play areas (LN necromancers, magical undermountain dwarves, LE warlord land, Paladin city, Mutant Blood Sea, etc.) with their own sourcebooks that fit the bigger world but could be fairly easily taken out of context to be adapted into a homebrew or used on their own. As time progressed the world expanded and its focuses changed as it developed their pseudo africa, dragon land asia, dark sun/mesopotamian area, artic stuff, and planar areas.
 


And I hate when settings like these get pegged as generic or kink sink. I mean the RW has far, far more cultures and communities and so on and no one called the Earth or settings set on Earth like WoD, CoD, Shadowrun, ect... kitchen sink settings. It really misses the essence of these settings.

Thats simply not what "kitchen sink" means. It's never been what "kitchen sink" has meant. Further, WotC have essentially specified what it means, so this isn't even debatable term.

You can have a vastly diverse setting with huge numbers of different cultures and it can not be "kitchen sink". Taladas is a good example. There's tons and tons of crazy stuff there, but it consciously does not make an attempt to throw in, or make room for, everything.

Eberron is, by design, "kitchen sink". There's a place for everything in Eberron. Every race and class and so on. Golarion is the same, except with Pathfinder. It's consciously designed to be "kitchen sink". Nothing is excluded, if it's in the main official rules books. The FR has been "kitchen sink" in all editions, but in a slightly different way - it incorporates everything not because it was designed to, but because it wants to. Every time a cool setting or race or class or whatever came out in 2E, for example, they'd suddenly appear in the FR. Planescape was particularly ruthlessly raided. Mystara is kitchen-sink by design, because the Known World is intentionally small, and the setting was specifically designed so literally any further races/classes/cultures etc. could be added. Spelljammer is kitchen sink, because literally anything or anyone could turn up there. Planescape is kitchen sink for the same reason.

Midgard is actually not quite kitchen sink, in theory, but in practice it pretty much is.

But not all settings are. Dark Sun for example, is the opposite of kitchen sink. Loads of races and classes and so on don't exist there.

The real world, note, can never be "kitchen sink", by definition, because it's the real world. So it's irrelevant. With WoD, Shadowrun, and so on, it's bit more complicated. The WoD is designed so you can play it "kitchen sink" or not. Most people choose not. You can play VtM/VtR, for example, with just vampires, without involving other supernaturals except as adversaries/antagonists. And most people do. Shadowrun tends to try to drag in every possible concept, form of magic, technology, and so on, so it can be argued to be "kitchen sink" in design, but it's not really a relevant concept, because there's no contrast.

And that's what kitchen sink means - it contrasts how some settings try and drag in every possible thing from a given game (especially a game with a lot of content) and some don't.
 

that all existing states are in a constant struggle for survival,

I mean maybe that's the intention, but in no edition of the FR have I ever got that actual feeling from reading the world books and so on. Instead it feels more like most of the nations are pretty happy and fat and pleased with themselves and just sending adventurers to do dirty work and mess with each other, rather than "struggling for survival".

Maybe they could nuke Cormyr. That would not only improve the FR immeasurably but actually prove that there were real threats out there.
 

I mean maybe that's the intention, but in no edition of the FR have I ever got that actual feeling from reading the world books and so on. Instead it feels more like most of the nations are pretty happy and fat and pleased with themselves and just sending adventurers to do dirty work and mess with each other, rather than "struggling for survival".

Maybe they could nuke Cormyr. That would not only improve the FR immeasurably but actually prove that there were real threats out there.

I mean, just in the early 1490's the Sword Coast alone faces at least five potential existential threats to civilization...and they haven't even finished with that slice of time and space yet.
 

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