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Imaro

Legend
No I haven't. You keep misdescribing what I say.

Here is what I said - cut and posted from your reply to me!
I said that "law and chaos were presented as different means to the ends of good (or different ways of disregarding good, for evil characters)". My statement was incomplete, but the epxansion is obvious - law and chaos are also ways of disregarding good for LN, CN and True Neutral characters.​

In other words, law and chaos are means towards good, or (for evil, LN and CN characters), ways of disregarding good. (Gygaxian true neutral is its own peculiar thing, associated with druidism and "the balance".)

How do LN characters disregard good? By pursuing and enforcing organisation for its own sake. They are order-fetishists. How do CN characters disregard good? By pursuing their own whims without regard to the consequences for social order and stability and the long-term plans of others. They are selfish, and potentially destructive, but not viciously so in the way that evil characters are.

This isn't logical at all. For instance, instead of pursuing humanitarianism, a person might spend all his/her time trying to improve his/her skill at tiddliwinks. This doesn't show that tiddliwinking is a value on a par with human wellbeing. It just shows that some people live silly, even pointless, lives.

Could you specifically cite the passages where Gygax states this? The little I've been able to find on the internet seems to imply that both good and evil are of no concern to those of LN and CN alignment... but that whatever "morality" (see below) they exhibit is instead guided by the principles of law or chaos...

You seem to be stuck on one particular definition of morals (and morality)as it pertains to right and wrong or good and bad behavior but there is also the definition of morals as...

a person's standards of behavior or beliefs concerning what is and is not acceptable for them to do.

and morality as...

a particular system of values and principles of conduct, especially one held by a specified person or society...

These are, IMO, the more common usages of the words and are how I, as well as a few other posters are using them. That said I don't see how following order or following chaos does not qualify as a system of morality under these defintions.


But that is not an attempt to change the nature of goodness. It's an attempt to free them from error - ie to get them to turn from what they (wrongly) think is good, to what is really good.

And yet Elric does change the nature of goodness on the plane of the Young Kingdoms...The Melniboneans believe that a world with chaos is good and for their people (who are not human and do not subscribe to the same morality as humans) it is... Humans for the most part view Law as good in the YK's... Elric is the lone Melnibonean whose concept of good changes throughout the stories first from chaos being a good thing then to law being a good thing then to balance being a good thing and finally realizing only a world free of these cosmological powers would be "good" (at least as he conceives it)... then by blowing the Horn of Fate he ushers in a new reality where the cosmological forces of law and chaos no longer exist... and thus are no longer a part of "goodness"

Moral reform is a real thing, but it generally makes sense only within the framework of an objective, not a subjective, conception of value.

I disagree especially when the point isn't to answer the question of whether that reform is good or evil but to let those observing it, enacting and experiencing it decide within their own moral framework (again see the definitions I am using at the beginning of this post).

Edit: I mean wasn't this one of the reasons you argued against the classic paladin code? Because you didn't think the question of what is good should be objectively answered for a player/character?
 
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Imaro

Legend
Doesn't the first story go something like, Elric murders his sister/lover, comes back with an army and destroys the city? Isn't he the last one who can control the dragons?

The stories were not originally published in chronological order (I don't think too many pulp mag stories were to be honest). If you have any of the omnibuses, they collect the stories in the order they happened and present alot more that happens before this... and leads up to it.
 

Viking Bastard

Adventurer
Moral reform is a real thing, but it generally makes sense only within the framework of an objective, not a subjective, conception of value.

It's around here that I just hit a wall. Keep bumping into this wall. This makes no sense to me.

Moral reform is a thing. Yet morals are subjective.


Also this topic has gotten away from me some. My objective was to explain what it was I (and to a certain extent others) like about Planescape.

So my question is, do you think you get what I like about PS?
 

I wouldn't really disagree. I'd even say that it's kind of the point. The setting pushes the idea of personal belief over external ideas of black-and-white. What belief about the multiverse leads to that action? Why does it make sense to someone to have that belief? What is the underlying thought that you're going to have to challenge?

To me all these are obvious questions in the real world. It's only the Protagonist Centred Morality and Might Makes Right of Planescape that makes them at all abnormal.

I feel like it's pretty clear that the Great Wheel as presented is one version of how one could map out the relationships between the planes.

I feel like it's pretty clear that the Great Wheel is presented as the privileged above all others representation of how one could map out the relationships between the planes. There's more than one way to map the earth - but this doesn't change its nature away from an oblate spheroid. You can map the world by population of country - and that's valid. As is the Sensate's mapping. However those aren't normal mappings and for good reason.

The thing I'd note is that, being infinite, no plane can be said to have any particular shape or border.

The one doesn't follow from the other. You can have boundaries of infinite length and defined shape. You can have boundaries in one direction and infinite in another.

You can say the world is an oblate spheroid because the world has boundaries and borders that give it a shape.

And you can work out which planes are close to each other very easily. There are mechanical rules in Planescape that mean that a magic sword loses a point of plus for each plane it is away from the home plane.

"So, if a character on Pandemonium uses a magical sword forged on Gehenna, the sword loses 2 from its pluses because the shortest route traces through the Astral (or the Outlands) to Pandemonium. If the sword's home plane were Limbo, it would only lose 1 plus, since Limbo and Pandemonium are directly adjacent (see the map of the planes)." - A DM Guide to the Planes.​

The mechanical way of establishing which planes are adjacent is clear. Which puts the Great Wheel in exactly the position I'm saying it is. Privileged above others because it has actual mechanical backing.

You can't say the same thing about, say, the Outlands. No matter how long you walk or fly or how many feet you teleport, you cannot move out of that plane. And when you're not on that plane, you can't see it, interact with it, or otherwise know of its traits.

You can, however, take artifacts from the Outlands and work out how effective they are on other planes. Which allows you to work out the relative traits. Do this for all planes you know how to reach and you get a nodal map. This nodal map amongst other things contains The Great Wheel.

So there's no way to get physical information about the dimensions or spatial relationships between the Outlands and any other plane.

I've just, by referencing the rule books, shown how you can do this. Magic item attenuation.

The Great Wheel is an attempt to describe the bounds of the planes ideologically, but again, there's no true omniscient perspective here.

False.

One reason planar adventurers should take a map including the Great Wheel with them is to know which of their magic swords are going to be the most useful. That makes it pretty clear to me that the Great Wheel is more than simple ideology.

Dear WotC,
If you ever produce a 6th edtion, sell two versions of the core books. The first one should be the 5e PH and MM, with full art and tons of references to old lore. The second should just be pages and pages of stat blocks; no art, no desriptive text, no proper nouns, nothing but pure game rules devoid of fluff or explanation. Call it "developer edition" and sell it to DMs who want absolutely no D&D in their D&D.

Very clever. Try something more like the following.

Dear WotC,

If you produce a 6th edition, sell two versions of the core books. The first one should contain One True Way and nail down all the core lore, reflecting the way things were done whether or not that makes for interesting stories and whether or not it is appropriate for all D&D worlds. The second should be more tentative, more mythological, and more geared to plot hooks and psychology rather than the minutiae of the %lair chance of goblins. It would also help to have an online quick reference and development set of tools that people are going to refer to just for the mechanics when they need it - you can call this the SRD. And the last time you did that it inspired far more than any fluff you've created before or since.

For me, the discussion over the past 500-odd post confirms that (i) Planescape is not a setting I have much enthusiasm for, and (ii) if I was able to play in a Planescape campaign GMed by Quickleaf then that would be an exception to (i).

There's no setting and no RPG that the right GM and the right group can't fix.
 

pemerton

Legend
do you think you get what I like about PS?
I think I've got a general idea, yes.

For me, the setting that taught me how to GM was Oriental Adventures (mid-80s version).

It's around here that I just hit a wall. Keep bumping into this wall. This makes no sense to me.

Moral reform is a thing. Yet morals are subjective.
Following this issue too far will break board rules.

But some things are clear. It's clear that moral belief is subjective. So are beliefs about the nature of the physical world. It's also clear that truths about the physical world are objective. And the mainstream view in English-language philosophy is that moral truths are similarly objective.

Giving an account of moral reform that fits within a non-objectivist account of moral truth is not trivial. The basic difficulty is that, if moral truth is subjective, then moral reform seems really to be simply a reshaping of things in accordance with one's desires. And it is hard, then, to articulate how such activity counts as reform rather than wish fulfillment or self-aggrandisement. Why are others obliged to conform to my desires?

I think that Nietzsche and the existentialists frame this question, but they don't answer it. Bertrand Russell and AJ Ayer have interesting technical accounts of subjective moral truth, but didn't manage to deal with the issue I've just described. My view is that Simon Blackburn doesn't either, although he purports to. I've done technical work in the field that I'm happy to circulate by PM to anyone who cares, drawing on Stephen Barker's philosophy of language ("Is Value Content a Component of Conventional Implicature", Analysis 2000; Renewing Meaning (OUP, 2004)). Barker's approach offers more powerful technical resources than Russell, Ayer and Blackburn deploy, but it's not clear that these resources ultimately resolve the problem of holding others to account by reference to my desires.

I think, utimately, this is why philosophers like Nietzsche and Foucault substitue aesthetics, and self-cultivation, for morality and moral reform. I'm not saying they're right (nor that they're wrong). But I am saying that their views are not without motivation.
 

pemerton

Legend
Could you specifically cite the passages where Gygax states this? The little I've been able to find on the internet seems to imply that both good and evil are of no concern to those of LN and CN alignment
This is confused.

Goodness is a value. People ought to be concerned with it. Some are, some aren't. Those who are, and who live up to their ideals (per Gygax, "life, relative freedom and the prospect of happiness": DMG p 23), are good. Perhaps those who don't think about goodness, but who nevertheless realise it in their lives are also good (this is less clear in the alignment rules as written, but I don't see why their can't be room for naive heroes).

The d20srd frames the requirements of goodness very similarly: "altruism, respect for life, and a concern for the dignity of sentient beings." Within the rough-and-ready approach of D&D's alignment system, there is no important difference between talking about rights to life, liberty and happiness and talking about life and dignity that are owed respect by others.

Evil is not a value. It is a description of a certain sort of person (and of that person's motivational framework), one for whom "purpose is the determinant" (DMG p 23). That is, the evil are those who disregard moral requirements and who are prepared to do anything to get what they want. The d20srd elaborates evil in similar terms: "Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient." It also notes that "Others actively pursue evil, killing for sport or out of duty to some evil deity or master." That is, some evil people actively enjoy or even advocate the disregard of the rights of others.

Those who are LN and CN are not good - they do not honour others' rights to life, freedom and hapiness - but they are not evil either. That is, for them purpose is not the sole determinant, but nor do they fully honour the rights of others and grant them the respect that they are due.

LN people are of "the view . . . that law and order give purpose and meaning to everything" (Gygax, DMG p 23). They "view regulation as all-important . . . becaue the utimate harmony of the world . . . is considered . . . to have its sole hope rest upon law and order" (Gygax, PHB p 33). That is to say, LN people are rules fetishists. They disregard the rights of others, and fail to pay them due respect, because they will sacrifice those interests if necessary to establish and maintain order.

This is a moral failing - it is treating a means, which has at best instrumental value, as if it were an end in itself. Contrast the LG, who "follow [the] precepts [of law and order] to improve the common weal" (PHB p 33) and who believe that "order and law are absolutely necessary to assure . . . the most benefit to the greater number of decent, thinking creatures and the least woe to the rest" (DMG p 23).

CN people, by contrast, prioritise "randomness and disorder" (PHB p 33) and regard "absolute freedom as necessary" regardless of "[w]hether the individual exercising such freedom choose to do good or evil" (DMG p 24). This is a moral failing - it is prioritising freedom from the will of others above the duties owed to them (in virtue of their rights and their entitlement to respect). Contrast the CG, whose "respect for individualism is . . . great" (PHB p 23) but who take this view because they regard "freedom as the only means by which each creature can achieve true satisfaction and happiness" because "each individual is capable of achieving self-realization and propserity through himself, herself or itself" (DMG p 23).

Law and chaos have value, in this framework, as means to the end of human wellbeing (and the wellbeing of other sentient creatures). Those who fetishise them - the LN and the CN - are morally flawed. Those who turn law and chaos to their own selfish purposes, without caring about the moral duties that they owe others, are evil. They are more morally flawed. The LE, for instance, "consider order as the means by which each group is properly placed in the cosmos . . . strongest first, weakest last" (DMG p 23) and "by adhering to stingent discipline . . . hope to impose their yoke upon the world" (PHB p 33). For the LE "life, beauty, truth, freedom and the like [ie things of value] are held as valueless, or at least scorned" (PHB p 33) because "[g]ood is seen as an excuse to promote the mediocrity of the whole and suppress the better and more capable" (DMG p 23). In other words, rather than using law and order as as a means of promoting welfare, the LE person uses it simply as a means of pursuing his/her own desires within a hierarchy of power.

The CE, contrasting with both the LG and the LE, aspire "to positions of power, glory, and prestig in a system ruled by individual caprice and thir own whims" (PHB p 33). For the CE, "law and order, kindness, and good deeds are disdained" (PHB p 33) because "law and order tends to promote not individuals but groups, and groups suppress individual volition and success" (DMG p 24). The CE person "holds that individual freedom and choice is important, and that other individuals and their freedoms are unimportant if they cannot be held . . . through . . . strength and merit" (DMG p 24) - in other words, they do not accept that indviduals are under a duty of forbearance to others on the basis of those others' rights. They live life as if the world were the Hobbesian state of nature, the war of all against all.

The NE are intermediate between the LE and CE. Like LE and CE they pursue their own desires, but they have no strong view about whether order and hierarchy is a pro or a con for that end. Such a person "holds that seeking to promote weal for all actually brings woe to the truly deserving [because] [n]atural fores which are meant to cull out the weak and stupid are artificaly suppressed by the so-called good, and the fittest are wrongfully held back" (DMG p 23). The NE person "views law and chaos as uncessary considerations" because "[e]ither might be used" (PHB p 33). Indeed,"whatever means are expedient can be used by the powerful to gain and maintain their dominance, without concern for anything" (DMG 23).

I'm not suggesting this scheme is perfect. In particular, characterising law and chaos is notoriously difficult - are mystics who believe in individual self-realisation via self-discipline chaotic or lawful? are advocates of the rule of law as a necessary condition for individual freedom within a community chaotic or lawful? Etc. Also, the conception of goodness at its core is very anachronistic relative to the D&D setting, given that it is an enlightenment moral outlook being projected onto a pre-enlightenment fantasy world. So in play, it is likely to break down, as paladins who are played in the spirit of knights and crusaders find themselves losing their powers for failing to honour the human rights of apostates and the infidel.

And even if the fantasy world is more modernist/S&S, the system is still likely to break down in play, because it characterises someone like Conan as non-good (he doesn't generally respect human rights and is probably best labelled as CN), and hence tells the player of a Conan-esque hero that s/he is not really heroic at all!

But as a set of labels for a range of outlooks, based on a broad-brush-strokes conception of what goodness is and happy to play anachronistic fantasy (eg Forgotten Realms), it is workable if a given table can reach agreement on what law and chaos are.

But when you try and treat it as a framework of competing values - try to treat evil not as the absence of good but as a competing value in its own right that is a "valid" life choice (to paraphrase [MENTION=2067]Kamikaze Midget[/MENTION] from upthread); and treat law and chaos not as techniques for pursuing ends, which are prone to fetishisation, but as legitimate ends in themselves; then the system breaks down.

The Great Wheel, especially in its Planescape form, tends to engage in this cosmological reading of alignment.

whatever "morality" (see below) they exhibit is instead guided by the principles of law or chaos
They don't exhibit "morality". They exhibit indifference to the demands of morality. That's why they're not good.

You seem to be stuck on one particular definition of morals (and morality)as it pertains to right and wrong or good and bad behavior but there is also the definition of morals as...

a person's standards of behavior or beliefs concerning what is and is not acceptable for them to do.
But that is not what the alignment system is. That's not how Gygax or the d20srd present it. The evil don't have an alternative value system - they are amoral, rejecting the claims of morality to constrain legitimate behaviour. "Purpose is the determinant". They do what is convenient. They don't have alternative standards - they eschew standards.

morality as...

a particular system of values and principles of conduct, especially one held by a specified person or society...

These are, IMO, the more common usages of the words and are how I, as well as a few other posters are using them. That said I don't see how following order or following chaos does not qualify as a system of morality under these defintions.
So would a devotion to the eating of mud. But the number of human beings in the history of the world who have devoted themselves to the eating of mud, and who have not been suffering from mental illness of some sort, is vanishingly small.

Likewise the number of people who have thought it a good thing for lives to be ruined and destroyed.

Hence, evil as defined in D&D is not a meaningful candidate to be a moral framework in the sense you describe.

But in any event, neither Gygax nor the d20srd present alignment as a categorisation of moral outlooks. They present it as a normative framework: the good honour the duties owed to others, adapting means of law and chaos depending on their views about the nature and consequences of social order; and the LN, CN and evil disregard those duties (the evil more seriously than the LN and CN). That is not an alternative but valid life choice; it is evil.

yet Elric does change the nature of goodness on the plane of the Young Kingdoms...The Melniboneans believe that a world with chaos is good and for their people (who are not human and do not subscribe to the same morality as humans) it is... Humans for the most part view Law as good in the YK's... Elric is the lone Melnibonean whose concept of good changes throughout the stories first from chaos being a good thing then to law being a good thing then to balance being a good thing and finally realizing only a world free of these cosmological powers would be "good" (at least as he conceives it)... then by blowing the Horn of Fate he ushers in a new reality where the cosmological forces of law and chaos no longer exist... and thus are no longer a part of "goodness"
Changing a concept of goodness is not changing goodness.

My concept of atoms is not the same as that of Democritus. My concept of the elements is not the same as that of Aristotle. But the nature of atoms and of the elements has not changed since Ancient Greece and now. It's just that they were confused, to greater or less extents, about the nature of the physical world.

And a new world without certain forces doesn't change the nature of goodness, either, and in your own passage you have to use scare quotes to try and suggest otherwise! Elric believes that the powers of law and chaos are inimical to the wellbeing of the world, and so he reconstitutes the world free of those powers. That is not changing the nature of goodness. That is bringing the world into greater conformity with the demands of goodness.

I disagree especially when the point isn't to answer the question of whether that reform is good or evil but to let those observing it, enacting and experiencing it decide within their own moral framework (again see the definitions I am using at the beginning of this post).
I don't understand this.

I mean, let's look at a concrete instance of moral reform - the enfranchisement of women. What would it mean to say "the point isn't to answer the question of whether that reform is good or evil but to let those observing it, enacting and expriencing it decide within their own moral framework"? In calling it a reform we're already judging it to be good! (That's what the word reform means - an improvement in things.)

I mean wasn't this one of the reasons you argued against the classic paladin code? Because you didn't think the question of what is good should be objectively answered for a player/character?
This has nothing to do with whether or not morality is objective. My objection to GM-enforced alignment/codes is that it substituted the GM's judgement for the player's judgement about the evaluative significance of the actions peformed by the player's PC.

That objection would hold whether morality was objective or not. It's basis isn't any sort of view that what a player sincerely believes is true, but that what a player sincerely believes is an important thing in the context of collectively authoring and then engaging with a piece of fiction. I mean, suppose that there were objective moral truths - why would that mean that the GM has the authority to dictate to a player what those truths are?

When I co-author academic pieces with colleagues who don't agree with me, I don't try and dictate to them what counts as good or bad, nor they to me. This is also about respect for the integrity of one another's opinions, and has nothing to do with whether those opinions are true or false, objectively or otherwise.
 
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I'm A Banana

Potassium-Rich
To me all these are obvious questions in the real world. It's only the Protagonist Centred Morality and Might Makes Right of Planescape that makes them at all abnormal.

I mean, no one in the real world has ever proposed rendering down 16 year olds as far as I know, but there are some real-world horrors or simple tragedies that someone somewhere thought they were on the side of moral good on for perpetrating. It's pretty trivial to find historical or even modern examples. So it's not always so obvious in the real world (even when it seems obvious to us here and now in retrospect), and PS typically plays in a space where it's not obvious, and then asks the PC's to decide. It plays in those places using D&D's alignment as a tool, showing where it's not obvious if an action is Good-as-defined-by-D&D or not, Evil-as-defined-by-D&D or not and inviting the PC's to figure out what they think about it.

I feel like it's pretty clear that the Great Wheel is presented as the privileged above all others representation of how one could map out the relationships between the planes. There's more than one way to map the earth - but this doesn't change its nature away from an oblate spheroid.

Again, where the comparison collapses is that no one can tell objectively if the Great Wheel is true or not in the setting. There is no way to confirm that Arborea is "next to" Ysgard. Being mapped that way has no bearing on the nature of the planes as being infinite spaces without borders. One is hard-pressed to argue that a map that shows them as both on opposite sides from each other (maybe that sensate's map, where Arborea was where she was born, and Ysgard is where she is now) is "wrong."

The earth physically IS an oblate spheroid. Aborea isn't physically next to anything. It is infinite in all directions.

And you can work out which planes are close to each other very easily. There are mechanical rules in Planescape that mean that a magic sword loses a point of plus for each plane it is away from the home plane.

Fair point! I had been overlooking this bit of setting because I've never used the rule (it is complex and fiddly and kind of absurd), but as the setting was originally written, that certainly is a way to at least determine how "far" you are from a given plane, and a map of those might certainly produce a ring, and that sensate would be able to establish that her map isn't accurate as far as her magic trident is concerned.

Which does certainly favor the Great Wheel (with the kind-of-minor caveat that a PC who changes the structure of the planes also changes what bonus their weapon has...?).

To less favor the Great Wheel and to give more credence to the idea of the Center of All, I would gladly propose eliminating that rule. Would there be any case (aside from "Keep everything the same") for keeping it, I wonder? It always seemed to me to be one of those rules like "Drow equipment vanishes in sunlight" that was kind of designed around a paranoia of PC's getting their hands on treasure, but since I never used it, I might be missing some other benefit of it.

Without it, would there be any other mechanical, in-setting reason to favor that map over some other? We might get rid of those, too. I prefer my PS more subjective than that!
 
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Remathilis

Legend
If "you're allowed to change the game in any way you see fit," then how are we ruining the game for you? Furthermore, lack of setting-specific material (particularly planar) does not necessarily make the D&D books "bland and flavorless." Anymore strawmen you want to construct?

Because *I* like that stuff in the books and *I* want to keep it there. You might not like planar material in the core. Bob doesn't want Mordenkainen or Bigby-named spells. Tom doesn't want Dragonborn or Tieflings in the PHB. Sue doesn't want Monks or Barbarians. Kelly doesn't want Vancian magic. At what point do we stop?

Which brings me back to my concern. I remember the 4e Monster Manual; the bland, boring stat blocks mile after mile with nothing more than a picture or a few sentences to explain what a monster is, does, and is used. I remember that book elicited no wonder, no sense of "how do I fit this in my game". They sat there like piles of numbers waiting to be placed on a treadmill of XP for PCs. Ironic, considering how 4e was the most "setting heavy" version of D&D ever produced, that their monster manual is the more boring one ever printed.

Which is why I fight for a starting narrative. Eberron isn't as unique when its not fighting the D&D tropes of elves, orcs, alignment, and planes. I want that baseline to modify, I accept and like D&D is its own brand of fantasy at this point and attempts to generalize it are attempts to remove 40 years of development just to accommodate some DMs house rules.
 

Remathilis

Legend
Very clever. Try something more like the following.

Dear WotC,

If you produce a 6th edition, sell two versions of the core books. The first one should contain One True Way and nail down all the core lore, reflecting the way things were done whether or not that makes for interesting stories and whether or not it is appropriate for all D&D worlds. The second should be more tentative, more mythological, and more geared to plot hooks and psychology rather than the minutiae of the %lair chance of goblins. It would also help to have an online quick reference and development set of tools that people are going to refer to just for the mechanics when they need it - you can call this the SRD. And the last time you did that it inspired far more than any fluff you've created before or since.

Nah. No need to re-invent the wheel. WotC has a story; if you don't want to use it feel free to make your own. For that group who feels having the MM tell them kobolds look and act like dragons ruins there experience, there would be a version that removes all description of them and allows them to create a variant of the beastie that is more tentative, more mythological, and more geared to plot hooks and psychology while continuing to use the same game rules as everyone else.

Its the best of both worlds: pre-fab and build your own.
 

I'm A Banana

Potassium-Rich
Which brings me back to my concern. I remember the 4e Monster Manual; the bland, boring stat blocks mile after mile with nothing more than a picture or a few sentences to explain what a monster is, does, and is used. I remember that book elicited no wonder, no sense of "how do I fit this in my game". They sat there like piles of numbers waiting to be placed on a treadmill of XP for PCs. Ironic, considering how 4e was the most "setting heavy" version of D&D ever produced, that their monster manual is the more boring one ever printed.

Which is why I fight for a starting narrative. Eberron isn't as unique when its not fighting the D&D tropes of elves, orcs, alignment, and planes. I want that baseline to modify, I accept and like D&D is its own brand of fantasy at this point and attempts to generalize it are attempts to remove 40 years of development just to accommodate some DMs house rules.

I think the 5e Monster Manual is not the worst compromise in the world here. It's explicitly stated that the narrative fluff may vary with the campaign or setting (using the example of Dragonlance minotaurs, it is strongly implied that D&D's publishers will follow this philosophy as well), and then goes whole hog on story material, getting very specific and "setting"-y, providing strong story hooks for many of the creatures therein.

Personally, I intend to ignore 95% of that fluff, but 5e's MM seems happy to let me do that (the fluff doesn't strongly impact the mechanics of the creature at all), and I think 5e's MM is stronger for providing that fluff, even if I personally am not going to get a lot of mileage out of it.

I might've rather they went more blended than trying an "oil & water" approach, but their approach works pretty nice, and it leaves room for DMs to implement more story-based mechanics for their critters if they want.
 

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