Originally Posted by Madscientist
I dislike that WotC uses world changing events all the time. It's so confusing to know which God is alive now and many other things.
There must be a way to change some rules over time without turning the whole setting upside down.

You can create new interesting stories in a word without destroying this world every few years.

One problem (in my opinion) is that the early writers of DnD (back when it was TSR, but that didn't change with WOTC) took an approach to world-building that I would qualify as very "teenager", for lack of a better idea. On the one hand, there is a fantasy setting, which can be used for many things (playing games, telling stories in books, etc). On the other hand, there are the rules of the game. Instead of having the world-building be independent, they made is subordinated to the rules. So whenever the game designers change the rules, the writers change the setting accordingly.

It's as if they don't believe people can deal with a bit of abstraction, and must have an in-universe explanation for everything. Now, what's funny is that even if, nowadays, the world-building is somewhat shaped by the rules, the inspiration for some of the rules originated from a literary setting (more specifically, the fact that magic users memorise spells was influenced by books by Jack Vance).

I don't know of any other game + literary setting pair that works like this. I don't think it's a good idea. And another problem is that modern DnD designers/writers don't seem ready to change that (much like they don't seem ready to drop the spell slots system and use a simpler MP system).