And I'm wondering what to make of these two seemingly diametrically opposed ideas.
You laugh in Noonan's misguided face. That's pretty much all you can do.
Here's a quote from
The Alexandrian:
The Alexandrian said:
If D&D were simply a skirmish game, Noonan would be right: You'd set up your miniatures and fight. And the reasons behind the fight would never become important. But D&D isn't a skirmish game -- it's a roleplaying game. And it's often the abilities that a creature has outside of combat which create the scenario. And not just the scenario which leads to combat with that particular creature, but scenarios which can lead to many different and interesting combats. Noonan, for example, dismisses the importance of detect thoughts allowing a demon to magically penetrate the minds of its minions. But it's that very ability which may explain why the demon has all of these minions for the PCs to fight; which explains why the demon is able to blackmail the city councillor that the PCs are trying to help; and which allows the demon to turn the PCs' closest friend into a traitor.
And, even more broadly, the assumption that detect thoughts will never be used when the PCs are around assumes that the PCs will never do anything with an NPC except try to hack their heads off.
One is forced to wonder how much the design team is playing D&D and how much the design team is playing the D&D Miniatures game.
Are you going to say that the BBEG couldn't communicate with the otherworldly creature that it is using as a sub-boss becasue it didn't have/know either the language or the Tongues spell?
There are two problems with Noonan's attitude:
(1) He is, in fact, dismissive of the non-combat qualities of a monster. When that's your design ethos as a company, it's unsurprising that the non-combat qualities of a monster are being shirked in the modules.
If you say that PCs only interact with their opponents during combat, it's probably unsurprising that your modules are seen as grind-happy combat fests. (They are.)
(2) Yes, actually, I would say that. And if I want the BBEG to be able to communicate with the otherworldly creature, then I would give the BBEG a way to do that: A magic circle derived from Atlantean arts. A crystal ball infused with infernal energy. A sacrificial ritual.
And this is
precisely the kind of contextualizing detail that make the BBEG come alive: When you discover the journal detailing his journey to one of the lost outposts of Atlantis and use that knowledge to identify the unique geo-sympathetic locations where his magic circle could be scribed... When you go to the ruined remnants of his former master's wizard tower and find the remnant of the ritual he used to infuse the crystal ball... When you track him from one gruesome sacrificial victim to the next...
All of these tell you something about the BBEG. They create a relationship between the PCs and the BBEG.
When you gloss over the detail work like this, the details don't exist (QED). And if they don't exist, the PCs can't learn about them or interact with them. And if the PCs can't learn about any details outside of combat...
Well, that's when you're back to the grind-happy combat fest modules again.