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* ItsTheSameNowItSucks:
** 4th edition introduced a lot of changes to the setting, killing of many gods, rendering Neverwinter in ruins, forming an orcish kingdom and, of course, the Spellplague. As noted under FanonDiscontinuity, a lot of these changes were disliked, but some also found them an interesting way to move the setting onwards, and even the most ardent traditionalists could find something interesting to like. 5th edition went about turning back the clock entirely, resurrecting gods, rebuilding Neverwinter as if nothing ever happened, collapsing the Many-Arrows kingdom, and even retconing the Spellplague through an in-universe event known as the Second Sundering. Those who enjoyed the changes in 4e were, needless to say, a bit annoyed.
** Curiously, the 4e-era changes got this reaction from the fanbase for a different reason, as well as TheyChangedItNowItSucks: that is to say, nearly all the changes were made in the name of putting the setting in line with 4e's core setting idea of TabletopGame/NentirVale. This included significantly reducing the list of active Powers, dumping Nentir Vale's dragonborn kingdom into the setting fully-formed literally on top of a bunch of regions, and generally reducing the level of civilization. It gave a vibe that Wizards was forcing the Realms, as its most popular setting, to follow the company line, when ironically, it would have probably been much better for 4e's PR if the setting were left mostly untouched, since it would refute the accusations that 4e couldn't do standard ''D&D''.
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* ItsTheSameNowItSucks:
** 4th edition introduced a lot of changes to the setting, killing of many gods, rendering Neverwinter in ruins, forming an orcish kingdom and, of course, the Spellplague. As noted under FanonDiscontinuity, a lot of these changes were disliked, but some also found them an interesting way to move the setting onwards, and even the most ardent traditionalists could find something interesting to like. 5th edition went about turning back the clock entirely, resurrecting gods, rebuilding Neverwinter as if nothing ever happened, collapsing the Many-Arrows kingdom, and even retconing the Spellplague through an in-universe event known as the Second Sundering. Those who enjoyed the changes in 4e were, needless to say, a bit annoyed.
** Curiously, the 4e-era changes got this reaction from the fanbase for a different reason, as well as TheyChangedItNowItSucks: that is to say, nearly all the changes were made in the name of putting the setting in line with 4e's core setting idea of TabletopGame/NentirVale. This included significantly reducing the list of active Powers, dumping Nentir Vale's dragonborn kingdom into the setting fully-formed literally on top of a bunch of regions, and generally reducing the level of civilization. It gave a vibe that Wizards was forcing the Realms, as its most popular setting, to follow the company line, when ironically, it would have probably been much better for 4e's PR if the setting were left mostly untouched, since it would refute the accusations that 4e couldn't do standard ''D&D''.



* [[HoYay Les Yay]]: The tale of Shar and Selûne reads like a bad breakup (complete with the kids siding with Selûne), with wives search-and-replaced with sisters.
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* ContinuityLock-Out: The downside of the massive effort Ed Greenwood and the many novelists and adventure writers put into fleshing out every corner of the Realms is that it's ''every'' corner of the Realms. It's hard to so much as find a village which doesn't have five thousand years of history, five centuries of it well-remembered, and the concomitant pile of stereotypes, local prejudices, rivalries with neighboring towns, cities, and countries, and so on. Which if you care about knowing everything your character would reasonably have to know makes it ''bloody damn difficult'' to start playing a game there.

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* ContinuityLock-Out: ContinuityLockOut: The downside of the massive effort Ed Greenwood and the many novelists and adventure writers put into fleshing out every corner of the Realms is that it's ''every'' corner of the Realms. It's hard to so much as find a village which doesn't have five thousand years of history, five centuries of it well-remembered, and the concomitant pile of stereotypes, local prejudices, rivalries with neighboring towns, cities, and countries, and so on. Which if you care about knowing everything your character would reasonably have to know makes it ''bloody damn difficult'' to start playing a game there.

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