I saw this reply to a post about BG3 that questioned some elements of the Forgotten Realms lore. As a World of Darkness player who has only done a few D&D one-shots, I'm not super familiar with the default setting.
I would really like to know your guys' opinion on this take, because I don't quite know what to make of it:
This isn't a Baldur's Gate 3 problem. It is a Forgotten Realms problem.
As unpopular as this take might be, the truth is that Forgotten Realms has absolutely disastrous world-building. The divine pantheon and how the gods interact with mortals is easily one of the worst offenders.
I have been DMing for 12 years, and the consensus among me and the people I've played with has always been clear: the more lore you pull from Forgotten Realms, the more bloated and broken your campaign becomes. It is essentially a scrap yard. You pick the things that actually work, throw out the rest, and build your own setting. Personally, I just use the D&D ruleset and ditch the official lore entirely.
It is easy to see why Forgotten Realms fails as a cohesive fantasy world when you compare it to established IPs like Lord of the Rings. Tolkien built Middle-earth with deep internal logic. Magic is rare, races have distinct historical roots, and the divine forces feel monumental yet structured.
Forgotten Realms, on the other hand, just throws dozens of contradictory ideas into the canon pool because they look cool or because Wizards of the Coast needs to sell a new sourcebook. When you have dozens of active gods constantly meddling, micro-managing mortal affairs, and treating the material plane like a high school drama, the stakes disappear. If every tavern has a level 20 retired wizard and every city has a direct line to a deity, your players' actions stop feeling heroic and just feel redundant.
Good world-building requires restraint, and Forgotten Realms has none.