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Oh, the Humanity! Exotic Races, Anthropocentrism, Stereotypes & Roleplaying in D&D
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<blockquote data-quote="Mercurius" data-source="post: 8137225" data-attributes="member: 59082"><p>That may be the case, and is an interesting angle. </p><p></p><p>Another that comes to mind is that maybe the rules require less customization, as popular house rules have been (to some extent, at least) incorporated into later editions. No edition--except, perhaps, for OD&D--arose in a vacuum without reference and relationship to past editions (and even OD&D had a relationship to Chainmail), so--in theory, at least--mistakes were learned from, and some degree of evolution has occurred.</p><p></p><p>That said, it is still my sense that the D&D 5E player base is more centralized than in past editions, or at least TSR times. I think the internet has a lot to do with it, but also how 5E specifically is presented and published, and elements of the current internet-based cultural zeitgeist. For instance, 1-2 story arcs make it so that a large segment of the player base are playing the same thing. Yes, plenty of folks are playing older adventures, DM's Guild and 3PP modules, as well as homebrews, but there's a shared and collective awareness of the active story arc as a kind of center of gravity, the default of what "everyone is playing," even if that isn't actually the case. This, of course, comes from the Pathfinder adventure path model. And the internet allows us access into each other's worlds, at least to some degree--and far more so than in, say, 1990.</p><p></p><p>The point being, there's more of a hive mind, or perhaps multiple hiveminds that overlap and interact, vs. in the pre-internet days, the D&D community was mostly only united through Dragon Magazine and conventions. So perhaps this "shared world" or hivemind creates a strong gravitational pull towards a D&D canon.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8137225, member: 59082"] That may be the case, and is an interesting angle. Another that comes to mind is that maybe the rules require less customization, as popular house rules have been (to some extent, at least) incorporated into later editions. No edition--except, perhaps, for OD&D--arose in a vacuum without reference and relationship to past editions (and even OD&D had a relationship to Chainmail), so--in theory, at least--mistakes were learned from, and some degree of evolution has occurred. That said, it is still my sense that the D&D 5E player base is more centralized than in past editions, or at least TSR times. I think the internet has a lot to do with it, but also how 5E specifically is presented and published, and elements of the current internet-based cultural zeitgeist. For instance, 1-2 story arcs make it so that a large segment of the player base are playing the same thing. Yes, plenty of folks are playing older adventures, DM's Guild and 3PP modules, as well as homebrews, but there's a shared and collective awareness of the active story arc as a kind of center of gravity, the default of what "everyone is playing," even if that isn't actually the case. This, of course, comes from the Pathfinder adventure path model. And the internet allows us access into each other's worlds, at least to some degree--and far more so than in, say, 1990. The point being, there's more of a hive mind, or perhaps multiple hiveminds that overlap and interact, vs. in the pre-internet days, the D&D community was mostly only united through Dragon Magazine and conventions. So perhaps this "shared world" or hivemind creates a strong gravitational pull towards a D&D canon. [/QUOTE]
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Oh, the Humanity! Exotic Races, Anthropocentrism, Stereotypes & Roleplaying in D&D
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