Ork wrote: Thu Mar 28, 2019 3:12 pm
I disagree primarily because of the nature in lore objectivity. If we provide lore for Arelith in an objective manner, we lose the nuance of subjective roleplay. Consider FR lore. Ann
has invaded Maztica and slaughtered a lot of her people. If you asked players in game about this you'd find that they all unanimously agree this happened. Why? Because it's objectively presented in lore. There is no counter-play with maybe Amn never did those terrible things, etc.
A lot of events on Arelith are highly subjective. It depends on who you ask on what sort of tale you're told. A cordorian during the Wharftown destruction might say Wharftown was a harbor of evil and deserved it, but an older wharftowner might say Cordor slaughtered innocents.
Now if you present that event subjectively, you remove a lot of the nuance in counter-play. All the sudden everyone knows what happened and exactly how it happened.
Arelith is an organic world, and even the Arelith EA does a good job presenting events in a manner that doesn't remove their subjective nature. That's at least my thought on the matter.
Ironically, while I can see the logic you have here, it is exactly this logic that makes me approach it from the other point of view. We are big on player choice here. Your character can't die unless you say so, your character can't be a slave unless you say so, your character can't be captured unless you say so.
Following this trend, while I am all for organic discovery of events and enjoy learning new things IC,
character ignorance should be your choice, not something forced upon you by a lack of available source material. It
would, in my personal opinion, be very unsatisfying to say, make a historian, or a scholar who's been studying some facet of FR, otherwise, and worse still if you were to attempt to spread that knowledge IC and met with a flat "Surprise, this isn't FR, and we're not doing that here!"
The Banite faith and the unfortunate circumstances some players wind up facing
is just one example of many.
I find it hard to think I'm the only person bothered by this concept that Arelith is in a constant state of existential undefined flux, where at a whim we (as players) will in the future just toss out FR lore that could invalidate aspects of pre-existing characters that are already based on it. I don't approve of the notion that because a player (
any player) doesn't like a particular piece of lore, that they can ignore it and
everyone else around them following that established lore has to alter their character's story or risk breaking the Be Nice rule.
Supplementing the lore with things that aren't discussed (and there's plenty of room for that despite the prolific writing of FR) is far different than flagrantly doing the opposite of what the established lore is because you feel like it- one can be incorporated without disrupting other people's stories, while the other is guaranteed to disrupt
someone's story, and you're forcing that upon them or forcing them to ignore that part of any interaction your character presents without ever getting the chance to ask them, "Hey, was this important to your character?"
TL;DR
Arelith is not FR is meant in the spirit of enabling newer players to find their way within a system they may not have source lore on. (Edit: And a certain amount of creative license for outlying circumstances).
I really believe this is a dividing line that needs to be drawn - we hate telling people they're doing it wrong, but at a certain point, they are. When you're making decisions that invalidate the world for the players around you without discussing whether or not they've already used those existing story points, not because you don't know, but because "I don't like that part of the lore," you're doing it wrong, because you're not being considerate of the stories of others who have shaped theirs by the rules of the accepted community sandbox.