Remathilis
Legend
That is an interesting take, but a couple of things about it seem problematic to me.
- Which lore exactly are you referring to? You have given a few examples, but what else qualifies and how much of it do I need in order to be playing D&D™? Really, this just seems to circle back into an expanded and even less well-defined version of the debate that is already going on here (with no resolution in sight): how much of the lore of a setting must be present to still consider it the 'same' setting?
- It appears to me that your definition runs counter to what is suggested by WoTC themselves:
1. All of it. D&D™ incorporates the world as laid out in all the various source-books and supplements. Its almost the platonic ideal: every word in every book is true and honest. The closest actual gameplay gets to this is something like Adventurer's League, which by the statutes of OP must not deviate from the book-lore (except only in places which are required to keep OP fair and balanced for all gamers, like char-gen rules). Its the kind of world where I can hear the name Lolth in Out of the Abyss, read about her in Sword Coast Adventurer's Guide and in the Monster Manual, and none of those sources contradict, conflict, or over-ride the other, or where a DM can set a game in Neverwinter and I can read the entry of it in SCAG of SKT and they are true representations of the city the GM is using.
2. Now, WotC itself acknowledges that isn't the only way to play its own game, as one advantages of a TTRPG (over an MMO or MUD) is that the DM has true editor's freedom. WotC has tried to minimize this in the past (3e and esp 4e had very tight reins on what the DM could do in terms of rules and even lore) but WotC under 5e is backing off of D&D™ is the ONLY way to play "D&D". And there is nothing wrong with that. I've never argued that a DM shouldn't or can't change things; I argue though that the more he does, the less D&D™ his game is and the more "D&D" his game is. For example, playing Scarred Lands using the 3.0 PHB and DMG is as much "D&D" as using Pathfinder to play Eberron, but neither of them come as close to playing D&D™ as running Forgotten Realms with the v3.5 core books would.
AND THAT IS NOT NECESSARILY A BAD THING. If its fun for you and your group, do it. WotC's fun police isn't going to arrest you. The two concerns voiced by me repeatedly have not changed:
1.) Not all "D&D" carries the same weight as D&D™ when it comes to discussion or debate. Just as how RAW should be the starting point of any discussion on rules, Canon should be the starting point of any discussion on lore. Its an acknowledgement that their IS and Official version, whether you like, agree, or use it or not.
2.) The lore, like the RAW, changed with each edition and not all changes are considered "Good". The story of the gnoll has changed, much like how the role of gold in the game has changed, in every edition. For some, this is a good thing, for others, its bad. The ideal would be to keep things as internally consistent as possible while improving on things that haven't worked (creating a continuity of experience across editions) but obviously, conflict will arise.
(Tangent: I think a lot of the rejection of 4e comes from the fact it intentionally and willfully broke this "continuity of experience" in terms of both rules and lore. It may have created a game that was interesting or even superior, but the intention breaking of both traditions to the amount it did is the heart of the cry of "Not D&D anymore").
Really, the debate here and in the canon thread has been a mostly academic one poised around the notion of "does the lore matter when discussing D&D?" My point remains the same; it has to be the starting point for a discussion on the game, but you are always free to do what you want in your own game. Just don't tell me since you find it worthless, its worthless to everyone.