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D&D 5E Legends & Lore 3/17 /14

Does the Jackalwere entry point that out? How about the lamia entry? Grazz'zt? No? Where might that info be included? Perhaps in the DMG which they shouldn't have bothered to read?

It's in the article you're pulling this information from to begin with. I think it's fair to assume that, when the thesis of an article is "here are some optional things we will be offering" that it will be spelled out as optional. At least, I think it's a reasonable assumption when the information you're discussing is specifically presented in that context, and solely because of that context.
 

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Truly, setting-specific proper nouns belong in a setting guide, where it helps those who use the setting. These proper nouns do well to be absent from a monster book, where DMs who use other settings might use as a resource.

Reliance on proper nouns also reduces the value of the monster book for other settings. It makes little sense to pay money for setting content that the DM plans to ignore in the first place.

I disagree. Setting guides are not going to be seen by everyone. The MM is a chance to highlight the diversity of D&D worlds by presenting multiple settings. It helps encourage readers to seek out the more expanded setting material, while also keeping the MM from becoming a dry encyclopedic bestiary. And even though I don't use certain settings, the ideas presented from those settings can give me ideas that I can use in my own setting.

But oblique allusions to someone else somewhere else is useless for the DMs who need a description of a creature, in the first place.

Proper Nouns are distracting. The DM stops thinking about the scene and starts grappling with some random NPC in some random planar location somewhere else. The best case scenario is if this irrelevant NPC exists. Worse. These random NPCs and their random cosmological locations probably dont exist in other settings, so the description leaves the DM with no description at all.

Reliance on proper nouns also reduces the value of the monster book for other settings.

You seem to believe that the mini-paragraph posted in the article is the entire text for the jackalwere. That they will rely on only this information to convey the complete picture. Not that I know for sure, but I believe you will get what you're asking for on top of the Graz'zt connection. And I believe he alludes to that in the article.

Why pay money to rewrite everything?

Everything?

The monster book is a more cost-effective investment for other settings when its description focuses on the scene at hand - how do these monsters work well together? - and ignores proper nouns that may or may not exist in other settings.

A description of the creature - as opposed to the description of some random NPC - gives info that the DM can use to describe an encounter. Who cares if (insert powerful unique creature here) did it? The players looking at the scene will never know this. And even if they did, who cares? Proper nouns are useless and fail to give the DM the tools that the DM needs to describe an encounter.

In your opinion. If you are an encounter-based designer, sure. But world-builders would more likely appreciate these ideas ready at hand to incorporate these creatures into the big picture.

Why don’t the Jackalweres kill their Lamia masters? They can and would, since all of them are evil.

'Because Eeeeevil' is no better than 'Becasue Graz'zt.' I'd actually call it worse because if evil equated to all killin' all the time that would makle for a really silly morality.

What motivates the Lamia? The Lamia likes to use illusions to trick its prey, then attack it by surprise while its guard is down.

What you describe here is tactics, not motivation. This is important information on a encounter level, motivation helps the world-builder see the big picture of these creatures greater purpose in life.

So, buy a Setting Guide for origin stories. A Bestiary is something different.

And I think the point many are getting to is that this information need not be separate. I would rather they put the dry stats and such into a DDi-type environment for those who want to avoid "distractions."

I don’t use the Planescape Setting. So any origin or explanation that presupposes a Wheel of Outer Planes, or objectively existing gods (or archfey, or archdevils, or demon lords, or primordeals, or any other over-important NPC) cannot work as an origin in the settings that I use.

Yes, they can work. They work as inspiration for your own ideas. You may decide to use it with the names filed off or you may decide to trash it all, that is the nature of anything written for a monster. Even the descriptive text you wish for can be entirely trashed if I don't like it for my version of the creature in my world. Why should *I* pay for stuff that *I* have to rewrite? :p

Your post suggests, ‘Because Grazzt’, is an explanation for why Lamia and Jackalwere work together. But it explains nothing. Grazzt could have had, Lamia and Blue Whale, or Lamia and Tulips, or Lamia and Salt Deposits. Why was it, Lamia and Jackalwere? What is it about this pairing that makes sense? The false answer, ‘Because Grazzt’, answers nothing. The description still needs a real reason WHY, HOW, do Lamia and Jackalwere work together?

Again, you assume that a short blurb in an online article is the be-all-end-all and that these questions won't be answered in the full description.

Saying, ‘Because Grazzt’, is equally informative as saying ‘Because cheese’.

No, because you can read about the outlooks of motivations of Graz'zt in his entry and see how his influence might spread to his servitors.

It's not about character knowledge, it's about a player feeling like they have an investment in the time they spent learning about these things, as a player. It sucks to be told that all these things you're excited about seeing and experiencing, and expect to experience given that the game says this is How D&D Is (tm), aren't going to happen.

It's even a greater joy, IMO, to see and experience these creatures in play. Why would you read all the spoilers? And, if someone read the entire Walking Dead graphic novel series, are most people actually disappointed when the show diverges from the comic?

It's a hassle to have to be the bad guy as a DM and say, "Look, I want you to get excited for this OTHER story we're telling here, drop the old one." It's a sour note to start off a newbie on. It's showing up at an action movie and getting a romance. It might be fine, but that's not what anyone told you was going to happen.

Default lore gives unrealistic expectations to people just starting off in a way that example lore does not.

If it's a hassle then be up front with the new player. Tell them the MM is not applicable to your game before they play. Tell them you run 'romance' instead of 'action movie' before they play. Provide them with information about your world's monsters to get excited about (since you seem fine with them reading the MM anyway) before they play.

I don't want to see the MM restricted by these hypothetical new players with DMs that hide the truth from them. I do agree with your later post that a diversity of settings should see print in the MM. It can give a good compare and contrast of how different your setting ideas can go.
 

:confused: The time investment as a player will be spent actually playing. The knowledge gained through that play will be applicable to the actual ongoing game. Anything the player wishes to read outside of that experience may or may not have any bearing on that ongoing game. A sour note to start a newbie off on is information overload.

In the world, there are people who go buy D&D who do not have a group yet. If we're talking about a complete newbie, that's who we're talking about. They will have books to read before they have a group to play with.

There are also newbies who find groups before they read a single word of the rules. Those folks will be fine in that group regardless of what the lore in the books is, because their first experience will be via the play at the table. So what's written in the MM isn't exactly as relevant to them.

That is the reason for intro sets, so that play can begin without large walls of text. Newbies who are eager to devour large volumes of lore are probably interested in DMing, at least the ones who want to read all that stuff before they have even played very much.

There's lots of potential DMs who start off as players. Since DMs are a pretty valuable consumer base, I'd think WotC would want to set their game up to not discourage potential DMs from playing. One way they can get discouraged is if they find that the lore they learned is equal to the D&D experience actually, in practice, isn't.

As far as investing time in reading DM material as a player I suppose the same can be said of adventure modules then? A well prepared player will certainly want to know what scenario is being run so it can be studied properly. :erm: Should the DM in this case make sure the player's time spent is properly rewarded by making sure the scenario is run as written? We wouldn't want the player to feel like reading modules was a waste of time after all.

The core books are supposed to be the rules for playing the game. Modules are things the DM does with the game. If the rules for playing the game include "Jackalweres are loyal to Grazz'zt," and that is just stated as an assumption that the game has, that's a lot different from an adventure saying the same thing.
 

It's in the article you're pulling this information from to begin with. I think it's fair to assume that, when the thesis of an article is "here are some optional things we will be offering" that it will be spelled out as optional. At least, I think it's a reasonable assumption when the information you're discussing is specifically presented in that context, and solely because of that context.

In the context of the quote, I was referring to a newbie looking at the information presented in the core books. I think it's safe to say that this newbie isn't going to read an article on the corporate website published before the game was released, even if they are fairly highly engaged.

And, again, 3e explicitly spelled out every rule as optional, and you still had people complaining about the burden of all those *rules* in 3e. 4e didn't have a Fun Police who would break down your door if you didn't run 1 hour combats using minis, but guess what people tended to do?

It won't functionally matter if 5e has a paragraph about how all rules are optional if the game is going to just say, "In D&D, jackalweres are like *this*. And goblins are like *that.*" for 300 pages in the MM. Assumptions matter in design.

Vyvyan Basterd said:
Provide them with information about your world's monsters to get excited about (since you seem fine with them reading the MM anyway) before they play.

So every D&D game that doesn't use the fiction-as-written (FAW!) needs to have this conversation? Wouldn't that be most D&D games having this conversation?

Why not just have the fiction presented in such a way that this conversation isn't even necessary, if it's going to be this little hoop almost everyone is going to have to jump through just because they don't like the story that Mike or James or whoever came up with?
 
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So when you say this, what you DON'T mean is: "You shouldn't have bothered to read the books?"
No, I don't mean that. I mean that if the player is asking me "Why did I read all that stuff if I can't use it?" then my response is, "I don't know why you read that. Nobody told you to."

If I newbie asks me, "Should I read the Monster Manual?" I'm going to say, "Sure, if you want to DM, or just want to read an interesting book to understand the game more. But my setting isn't the default D&D setting, so not all of it is going to apply."

Listen, 3e had RULE ZERO in big bold letters right in the PHB. And people still had problems with how many rules were "required." If 5e mentions that each campaign is unique somewhere in the DMG or PHB, that's great, but if it acts like all D&D games share the same lore from there on out, guess which message is going to be more prominent?
BXCMI, 1e, 2e, 3e, and 4e all did just that, and it wasn't a problem. Default settings are nothing new and are not an issue. 5e is not going to do anything different.
 

The core books are supposed to be the rules for playing the game. Modules are things the DM does with the game. If the rules for playing the game include "Jackalweres are loyal to Grazz'zt," and that is just stated as an assumption that the game has, that's a lot different from an adventure saying the same thing.

Are we talking about robots or people? Is this information tattooed anywhere on the someone's body? The DM isn't a fancy computer program that just spits out what is printed in the books, things can be changed. In fact, if you leave out this info, the DM has to add to it, which is also changing expectations.

If I, as a DM, add the "jackelwares love Graz'zt" to my campaign and that's not in the book, are all my players going to be utterly confused? I hope not.

How hard is it for a game to go like this:

DM: You see a pack of jackelwares

Player: Are they conducting a ceremony to Graz'zt?

DM: Don't assume what you read in the MM is true....

This exchange doesn't even need to happen. The DM can right out announce when the game starts that the players shouldn't assume what is in the MM is true. Here's what you know about common monsters, and the others you don't know much about. Maybe the MM stuff is rumors among the common folk that may or may not be true.

I get that some people would rather just have blocks of stats and add their own fluff, but the most popular D&D monster books are the 2e MM and the 4e MV, so this kind of fluff text is the stuff most people like.
 

So every D&D game that doesn't use the fiction-as-written (FAW!) needs to have this conversation? Wouldn't that be most D&D games having this conversation?

Nope. It would only be a converstion if two factors are true. First, not using "FAW". Second, the DM must perceive the issue as a "hassle."

My games fit the first criteria. The second criteria is not true for me (and it seems other posters in this thread). I don't really care if you get disappointed that orcs are different than you read about in the MM in my game any more than I would care if someone was disappointed in the real world that greek mythology wasn't true. Sure, your "character" read up on orcs, but in the real (game) world they turn out different. I may even incorporate that in-game! "That book your character read was obviously written by prejudiced dwarves. Orc heritage is so much more than what their enemies write about them."

Edit: Three factors. The third being that a simple "don't treat the MM as gospel/please don't read the MM" statement is a "hassle" as well.
 
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BXCMI, 1e, 2e, 3e, and 4e all did just that, and it wasn't a problem. Default settings are nothing new and are not an issue. 5e is not going to do anything different.

Not to mention, Mearls did tweet, "We know not everyone wants to play FR", which shows that the designers are well aware that different groups will play the game the way they want.
 

In the context of the quote, I was referring to a newbie looking at the information presented in the core books. I think it's safe to say that this newbie isn't going to read an article on the corporate website published before the game was released, even if they are fairly highly engaged.

And, again, 3e explicitly spelled out every rule as optional, and you still had people complaining about the burden of all those *rules* in 3e. 4e didn't have a Fun Police who would break down your door if you didn't run 1 hour combats using minis, but guess what people tended to do?

It won't functionally matter if 5e has a paragraph about how all rules are optional if the game is going to just say, "In D&D, jackalweres are like *this*. And goblins are like *that.*" for 300 pages in the MM. Assumptions matter in design.

I didn't say or imply a newbie will read an article on a corporate website.

When the entire reason WOTC posts an article is to tell you how, in the rules that will be published, they are striking a balance between optional and non-optional things, and how this is an optional thing and here's a sample of one, then I think it is a humongous stretch for you to assume from that article that they will present the information in a manner than makes is unclear it's optional.

I agree assumptions matter in design, but they matter in predictions as well. And you have a whopper of one in yours. I know 3e called out a general "all rules are optional" but I think that's a terrible analogy to be making for 5e in light of them saying they're working on intentionally separating this optional thing from mechanics so you don't feel forced to use it (WOTC's words).
 
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It won't functionally matter if 5e has a paragraph about how all rules are optional if the game is going to just say, "In D&D, jackalweres are like *this*. And goblins are like *that.*" for 300 pages in the MM. Assumptions matter in design.

So you basically think all new players are morons and you want to idiot-proof the books is what you are saying.

You believe they read a paragraph in the front of the Monster Manual that says anything in the book can be changed, but they somehow can't comprehend it. Then they read each entry in the book and make the jump that this information will be true in 100% of all D&D games they ever play. And you also think that when their DM points out that paragraph and corrects them on their faulty assumptions based on their own misunderstanding of basic reading comprehension... that their imagination is going to shut down, they're going to get all upset, and they're going to stop playing.

If you really think this is how most new players behave... I feel really sorry for you and can only imagine the kind of people you must be playing with. Because I have NEVER felt the player base ever required such a massive dumbing-down of the game development in order to reach out to them. Maybe your experience has been different. But if that's the case, you have my sympathy.
 

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