Two of the defining traits of Eberron are, I think, direct reactions to these issues: a frozen timeline, and distant and possibly non-existent gods.
It is funny but those were the two worst aspects of Eberron for me.
Two of the defining traits of Eberron are, I think, direct reactions to these issues: a frozen timeline, and distant and possibly non-existent gods.
Too much cruft. Which is basically what others have said. I just wanted to use the word cruft.
I had a real hard time debating whether to get Known World Gazetteers or Forgotten Realms Gazetteers when both debuted in 1987. I decided on Known World. Back then, though, FR was like a new comic book series that wasn't weighed down by hundreds of back issues.
Online, I so rarely see people talk about the Forgotten Realms as anything other than "the Forgotten Realms". I rarely see people mention specific nations, cultures, features they find interesting. The Realms are just a monolithic indistinct blob. I assume that's not the case but all I read about are meta plot and NPCs.
At least the sub settings in FR have a distinct flavor (I love Al-Qadim) but the main one is bland.
When people discuss my favorite setting, Known World, you'll see discussions of the overall tone (a bit gonzo, eg.) but you'll also see people discuss specific nations and cultures they like or don't like. The discuss it like there are real differences between Glantri and Karameikos.
Forgotten Realms is just so bland.
Any particular resources you use or are you just going with your own knowledge of mythology and history?
I ask because I've had an idea for a campaign setting in the back of my mind for quite a while which is situated around the Mediterranean using the myths of the various locations to fill out the available races as well as throwing in a bunch of free license to set up some areas as unique. As an example:
Egypt
Rulers: Tiefling
Religion: Demon worshippers (Taken from R.E Howard's Stygia and expanded upon. Not sure if I want to use the Egyptian Pantheon as the Demons or have their worship underground), Bes (worshipped by the slaves and halflings as a protector deity)
Common Races: Tieflings, Humans (slaves building the tiefling monuments), Halflings (Taking the place of Kushites. Raids, and are raided by, Egypt)
To each their own.Why? Just because its fantasy doesn't mean that basic logic gets thrown out of the window. It works as long as you do not ask questions or poke it. Fantasy has nothing to do with it.
Oh, more than that: the Sumerians reached their height long before the Greeks got going. More like a 2000-year span.There is easily a difference of 1 millennia between the earliest and the latest of those cultures
Or you don't put the extremes right next to each other.and most of the time the pop culture understanding people have about a culture is closely tied to its used technologies. This either means that either you end up with a society nobody actually recognizes at what it is or that there are extreme technological differences between close neighbouring nations which make no sense.
Neutral-good Necromancers. Heh. I'll be interested in hearing how you pull that off.I know I'm super late to this party, but I'm working on my Egyptian setting for 2nd Edition. The Egyptian style kingdom is sort of the center of everything and generally neutral good - but is lead by priest-kings who have been mummified. So necromancy isn't necessarily seen as bad/evil.
Bingo
There's just too much stuff about FR. See, a fantasy kitchen sink can work, FR's problem is that it has mind-numbing details about everything and it hurts the setting
I mean, if I want to just shove a village somewhere random into most settings and its fine. But oh no, not Forgotten Realms. FR will tell you no, that village doesn't exist, but here's these 205 other random villages, how many buildings are in each one, the name of every inn, their best and worst selling drinks, the exact vintage of random wine they've got out in the back that the barkeep's saving for his kid's engagement party, and the exact details of their yearly crop harvest down to the individual stands of hay
I'm not sure how its possible to suck "Fantasy" out of "Fantasy Kitchen Sink" but Forgotten Realms manages it.
Well, this gets a little complicated, and there are several books and sources on this. But it goes to a few factors- money, and feelings.
On the first, there is a constant undercurrent regarding the IP for Greyhawk. Without going into too many details, and regardless of your beliefs on the matter, it's more complicated than FR. To simplify matters, Greyhawk is owned by Wizards (Hasbro), but certain aspects of it might not be, and certain aspects of it (including characters etc.) might be owned by people that left when Gygax left (Kuntz), and there was always a possibility that the TSR/Wizards/Hasbro claim might not be completely, 100% litigation proof. I mean ... nothing ever is, but you know.
FR is easier. It was done when TSR was slightly more mature, and has been lawyer-proofed much more successfully over time.
So money was always a reason.
The second reason is the feelies. Ousting Gygax (which also led to the departure of certain people associated with him) caused a rift in the company and the larger gaming community. This can best be seen by WG7, Castle Greyhawk, released in 1988 (released three years AG- after Gygax). In essence, the module was a poison pen letter to EGG, which both trashed his beloved dungeon by making it a parody, and had a bunch of not-so-thinly-veiled references to the corporate culture of TSR/Gygax mixed into the parodies. So there was an avowed effort to distance the property (D&D) from Greyhawk.
So you had a period from approximately 1985 - 1997 when TSR was distancing itself from GH and actively pushing FR more and more. Yes, there were numerous exceptions- the Estes series of books (cancelled despite sales) and Jim Ward getting a hardcover book done (which was fan driven).
This is why, even when WoTC brought back GH for Living GH, there was a split in the playing community; those who remembered the old GH, and those who had been turned by the success of the various FR properties.
But when you ask why they kept up the FR publishing, for example, it's because they had been pumping out FR books since, what, 1987? 1988? It's because FR (for various reasons outlined above) was more of an IP-friendly area. And it still is.
And this is a divide that continues today. There are people that enjoy FR because it is so detailed. They like the FR wiki. They like knowing everything there is to know about it. And that's fine! And there are others that dislike it for the exact same reason. For those, the lack of development of GH is a feature, not a bug. And this all goes back to the original divide.
Why is FR hated? Because percentages.
What was the breakdown Mike gave way back when about how the percentages played out with campaign settings from their info? Like 55% homebrew, 35% Forgotten Realms, 10% all others?
Well, whatever it was... FR popularity is a minority percentage. Thus *most* people don't like it at all. But then again, even more people don't like Greyhawk. And Eberron. And Planescape. And Dark Sun.