Yeah, I think that's the size of it. What you see as misconceptions are I think, just different ways of looking at the same thing.
Usually I would agree with you there, but there seems to be a lot of prejudice and vitriol behind your opinions -- it's like at some point of time you decided to hate the setting, no matter what. I'm fine with people saying that they don't like FR because it's not their cup of tea; I just don't like when people claim that "Oh that setting is so broken because my DM uses Elminster all the time to humble us!" or "FR SUXXX 'cuz I don't like Drizzt" (not saying that you did say such a thing, but your points are somewhat colored by your obvious dislike).
That, and much else of what you wrote, is known to me. I am aware that Ed can't be blamed for everything that was done with his setting; however, I am also aware that much of what is worst about the FR can be laid directly at his feet. Namely, modules like Haunted Halls of Eveningstar and the 'Avatar Trilogy', supplements like Seven Sisters and The Code of the Harpers, and the Eliminster novels cannot be blamed on anyone else and in fact are the very things he likes about the setting. In my opinion these rank as some of the worst products TSR ever published. So, yes, there is a matter of opinion here in that Ed's taste in a setting is definately not mine (or apparantly yours).
That's not to say that he's not a good or even excellent DM, and I think the Icewind Dale trilogy stands up as an excellent 'story hour' (if not necessarily novels), but I don't think nearly as much of him as a setting or rules smith and honestly I think that his era contributes greatly to the decline of D&D and overall quality of writing at TSR. I congradulate him on his success, but find it somewhat baffling. As a fellow DM, I'm sure he would have much to teach, and I wouldn't mind setting at his table, but I don't think I'd ever buy any of his products (again, once bitten...).
Really? I think his writing style and ideas are a great source of inspiration (I've even snatched whole pages from 'Cormyr: A Novel' for historical hand-outs) and I honestly feel my adventures would be far more linear and, well, boring without Ed. Reading the Grey Boxed Set or Undermountain were truly enlightening experiences for me. Not to mention that I find Volo's Guides to be amazing sourcebooks for worldbuilding. I readily admit that 'Seven Sisters' was a bit boring (likely another TSR-enforced supplement) and only a marginally useful product. However, CotH was another matter altogether --I found it to be an excellent book.
You say that you're aware of what I wrote about Ed's role during the TSR era, and still you complain about his writing style and how he's to blame for X and Y; are you also aware that he did not invent (or, IIRC, even support) the whole ToT fiasco? Or that he only wrote parts of the 'Avatar Trilogy'? Or that his books were often modified (and even partly rewritten) by the editors, such as in the case of 'Spellfire'? And while we're speaking of the 'Haunted Halls of Eveningstar'... Ed submitted a full campaign book with 96 or so pages, but TSR felt it would have been a risk to print it; so they decided to cut it down to 32 pages (again, resulting in a less coherent book). Despite this I think it's still a well-written introductory module with more than enough details and maps to run a campaign in Eveningstar -- especially if you also have 'Volo's Guide to Cormyr'.
I like minutiae as much as the next guy, but I can't help but feel that things like the Volo Guides are - like for example most GURPS supplements - books that gamers like to read, rather than books gamers actually use at the game table.
Oh, I've used VGtC and VGtSC a lot, especially to add small details to local NPCs and shops, even "transplanting" them to different regions. And reading for inspiration is good for a DM, isn't it?
No, they aren't, and no they aren't. The needs of a real world religion differ dramatically from those of a game religion. If you look at real world religions, say the familiar Greek Olympians but any will do, you won't find gods of theives, magic, or even (typically) strength as being the most prominent members of the pantheon. In fact, the personifications or patrons of those things are typically very minor deities or else that role is a minor aspect of the dieties portfolio. In the real world - and for that matter fantasy worlds - most people aren't theives, fighters, or wizards. There concerns are for food, crops, seasons, money, sex, family, weather, leisure, the law and its proper establishment, and various trades necessary to the community and the pantheon will primaily feature patronage for those sorts of things. Central American pantheons often had like a half dozen corn deities. Real world dieties have complex portfolios. Hermes is the god of messangers, lawyers, and thieves and is invoked when people want to win a race. Diana is the goddess of the moon and virgins and hunting. But even that underestimates the complexity and misses the point, because real world polytheistic deities are generally about oral traditions concerning them and have hallmarks of that kind of conception. It's that that makes them sufficiently compelling to induce people to believe and worship them. The FR deities have no such hallmarks. They look like, read like, and essentially are game aids.
Well, color me confused... Alzrius alreadt dealt with this more eloquently than I could have, but let me add this: this *is* a RPG setting we're talking about, so I don't think we could ever reach the same depth in details about rituals, saints, customs, etcetera as RW religions do. We *are* talking about "game aids", right? Besides, I think there *has* to be middle-ground to how complex deities you're writing for a RPG setting (Harn, Rolemaster or RuneQuest are another matter, because they're pretty complex "simulationist" systems played by people who probably want more "realistic" religions); it's pretty tough for players and DMs alike to roleplay followers of such characters, especially if you're new to the hobby or, well, yet inexperienced in the ways of the world. Yet FR religions -- if Ed had had free reign over what to write and publish -- probably would be far more detailed and complex as they are; he's said a couple of times that TSR felt uncomfortable with publishing additional info on religious practises like rituals and worship habits. And that is likely why deity descriptions were kept pretty short until the three "Deity Books" came out.
As a religion, the FR deities fall absolutely flat. They exist only to provide patrons for adventurers. So you have Mystra the goddess of M-U's, Meilikki the goddess of Rangers, Silvanus the god of Druids, Torm the god of Paladins, Mask the God of Theives, Helm the God of fighters, Oghma the God of Bards and so on and so forth. And (jokingly) you have Lathlander the God of Clerics. This is OotS sort of breaking of the fourth wall, and the thing is not only is it not meant to be funny, but OotS is actually more complex and mature in its conceptions despite being about breaking the 4th wall.
I tend to avoid strong expressions, but here you're just plain wrong. Azuth (not Mystra) is, indeed, the God of Wizards, but he's one of the rare gods who directly associate to a character class. Helm is actually the God of Guardians, Protection and Protectors (Tempus is the God of War, Battle and Warriors). And Torm, to use another example, is the Deity of Duty, Loyalty and Obedience (and yes, paladins, but that's a "secondary" portfolio for him as he does not automatically gain all paladins as followers). We could just as well mention Talos, who's the God of Storms, Destruction, Rebellion, Conflagrations, Earthshaking and Vortices. Selune, on the other hand, is the Goddess of Moon, Stars, Navigation, Navigators, Wanderers, Seekers and Good and Neutral Lycanthropes.
And pray tell me how Greyhawk or Eberron deities, for example, are so much more complex or interesting -- especially as most FR deities have pretty much direct analogies in the Greyhawk Pantheon? Isn't Olidammara the God of Bards? Kurell the Deity of Thieves? Kord the God of Strength, War and Warriors? Nerull the Deity of Death and Undead? And if you ask me, how is Pelor (the "default" god in core 3E and 4E, by the way) any different from Lathander as a Sun Deity? If anything, I think Lathander (God of Spring, Dawn, Birth, Renewal, Creativity, Youth, Vitality, Self-Perfection and Athletics) as part of the "Tripartite Sun" (Amaunator-Myrkul-Lathander) is a more novel idea than a pretty run-of-the-mill Sun God.
The thing is, this is a fantasy RPG setting; *of course* Deities of War, Death, Magic, Thieves, Sun etcetera play a big role in it -- and in large part because those deities are more or less likely to play a more prominent part in the lives of adventurers. But there are still Deities of Hunting (several deities in fact), Acriculture, Sex, Community, Commerce, Seas, Crafts (and so on) who are worshipped by the common folk.
The thing is, you can't blame me for this perception. This is how the dieties were described in their first introduction and they are largely still described in those terms. Some complications arose as they were detailed to a greater degree, but there obvious first inspiration is as class patrons. Anything else about them was added on tangentally to their primary role, rather than figuring out from the primary role what mercenary trades might esteem the deity. You have to get way out into the fringes of the pantheon to even find dieties that remotely seem to be archetypes and which makes some sense as dieties. The pantheon is almost entirely backwards. What makes this particularly bad is that many of the dieties are just directly stolen from the 1st edition Deities and Demigods (Finnish, Celtic, and Greek pantheons particularly) and generally have about as much depth not as the real world deity, but of that books monster entry.
True, but apart from a handful of them the original source may not be that transparent (and MOST of the RW deities were shoehorned into FR by TSR). Besides, how many truly original goddesses of love or war have you seen in RPGs? Again, I can surely roleplay and improvise ritual practises and daily chores for, say, a God of Darkness and Death, but I'd be completely lost with something like God of Raindrops and Moisture or Goddess of Midwives, Birth, and Infants.
I adventured with a Paladin of the original Mystra (DM ruled that Paladins could chose a patron up to one step removed from LG) for like 4 real life years. This isn't misconceptions. This is different perceptions of the same thing. If you want to see what I like and admire in an invented polytheist pantheon read 'The Book of the Righteous' or in literature Bujold's 'Curse of Chalion'. Those excellently conceived dieties I can imagine people piously worshiping. The Greyhawk pantheon(s) are also much better concieved than the FR.
You know, I loved 'Curse of Chalion', but I tend to think it did not portray religion in a particularly innovative way. And I prefer deities to have a "real" name (preferably even several names and aspects) over 'The Mother' or 'The Bastard'.
His role in modules and Ed's obvious attachment and even self-identification with the wizard argues against that assessment. Many of the early FR modules are strict railroads where you watch more important characters than you do thier thing while you are essentially unable to alter the outcome. They feature text walls not merely of descriptions, but of events you are to witness.
Ed has repeatedly said that Elminster is not his alter ego; and you yourself noted that you're aware that TSR -- not Ed -- chose Elminster as the "figurehead" for the Realms.
Which adventures are you referring to? Because those written by Ed tended to be pretty open-ended dungeon crawls. If you're referring to the Avatar Series, I don't think Ed would have written them at all, if he had had a choice.
There are two problems there (at least). First of all, this isn't 'fantasy fiction' we are talking about. This is gaming material. Gaming material has different standards than generic literature or novels because its meant to be related to in a different way. And second of all, the FR model was not the norm in gaming material. It marked different to see 30th level characters who had divine gifts that separated them from mere mortals being not only the foils of the party that they were meant to overcome (because no one else could) but the actual movers and shakers among the forces of good. Compare with for example Greyhawk, where most of the big names were in effect actual player characters (or their enemies). For FR, you could basically say that only of Drizzt.
Well, you *did* chastise me for pointing out that we're talking about gaming material and not RW issues.
Anyway, you don't need to preach to the choir; I've said multiple times on this board that D&D (and de facto RPGs in general) don't model fiction very well. However, fantasy RPGs are based on and inspired by -- along with other types of oral and written tradition -- fantasy fiction. And fantasy has certain tropes and cliches that it is associated with; for example, a player understands that a high magic world probably has lots of powerful wizards and magical items. If it doesn't, he might feel that the world is inconsistent with the traits and the image related to high/epic fantasy. Even though the standards are a bit different from fiction, fantasy RPGs (and the settings) are still "enslaved" by the genre. I also don't see any problem with Greyhawk having only a few high-level NPCs and lots of mid-level NPCs; it's a bit grittier than FR, and set between low and high fantasy (closer to high fantasy, though). FR is another beast; it *did* feature far less archmages (and other high level NPCs) originally, but I guess TSR wanted to radically distinguish it from Greyhawk (and yet I think my original point about 'high level characters vs. low level threats' still stands).
Look, I'm a librarian specialized in speculative fiction (and I also dealt with the relationship between literature and RPGs in my thesis), so you don't need to lecture me on this subject.
BTW, quite many FR NPCs were originally PCs; for example, all of the Knights of Myth Drannor and The Company of the Crazed Venturers. Drizzt, however, was never a PC (Salvatore invented him for the Dark Elf series).
Then you didn't actually play much published FR material either.
Oh, but I did; I've romped through Undermountain several times, and apart from the awful Marco Volo series and the 3E era adventures, I think we've played every published FR adventure. Furthermore, I think we (my group) own almost every FR product released before year 2000.
I'm aware of what probably was the initial compelling reason behind it. You act like we DMs haven't all experienced that. But not all of us felt compelled to adopt an Ultima style model where the shop keepers and gaurds were some of the most powerful monsters in the game. There are other approaches than "Pretty soon my games, too, featured several 10-15 level retired adventurers even in the smallest backwoods hamlets."
Oh, certainly; I think this is a case when something was lost in translation (English is not my native language). I didn't mean to imply that this problem would have been "unique" to my or Ed's campaigns; rather, I wanted to emphasize that I can relate to the problem. Anyway, I know it wasn't probably the best possible approach; however, I felt that my hands were more or less tied and I was too young to try a more diplomatic or reasonable solution (such as discussing it with the players).