A large part of the community seems to have ossified in place. Once it was about new things and exploring new stuff, now it appears largely to be about re-enacting the past almost ritualistically.
I agree that the D&D community seems very backward-looking. One of the things about 4e that really excited me was its reconception of many of the classic D&D monsters as actually having a place in a coherent cosmology and mythic history. It still surprises me that this sort of thing attracts so much hostility.you see a huge number of "Return to" or "Back to" or "Adventure Du Jour Redux" kinds of products that apparently sell rather well. 5e's entire approach has been to try to turn back the clock in a large way, just with better maths. I won't be surprised to see Keep on the Borderlands being redone yet again. Or the GDQ series. Or yet another setting update of a setting that's been kicking around for twenty years.
I do rather wish that D&D would pull its collective head out of its past and start looking a bit forward.
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Even the new MM in 5e is simply recycling virtually all the old monsters from the game. And, of course, any deviation from tradition is met with vociferous condemnation that never stops.
I think 4e's skill challenges exhibit a modest degree of innovation. They are obviously inspired by indie-style "extended contests" (Burning Wheel, HeroWars/Quest, Maelstrom Storytelling, etc). But they do bring something new to the table in that respect.4e borrows heavily from indie games, with perhaps less success. But, D&D has never really innovated, at least, not after about 1976.
But probably the biggest innovation in 4e is in monster design, and especially elite/solo design based around the action economy. Problems with action economy for monsters are a recurring issue in fantasy RPGs, and 4e showed how this could be dealt with. I don't think it's a coincidence that the Burning Wheel Adventure Burner (which is a sort of GM's-guide for that system) both lists 4e as one of the RPGs that the designers have been playing and influenced by, and has advice on how to deal with the action economy issue within the context of BW monster design and action resolution.
And this is one thing that 5e has continued from 4e, with its "legendary actions" for certain monsters.
Agreed. I much prefer "flavour" to "fluff". I also sometimes use the word "colour".I loathe the way the word "fluff" has come to represent the alternative to the word "crunch".
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I would love to see the word Fluff go away and Flavor take it's place.
One thing I like about 4e is that it has less mere colour/flavour and more colour/flavour that actually ties into action resolution and mechanical outcomes. In that sense, there's less "telling" and more "showing". For instance, instead of the flavour text for the wight telling us that it has a fearsom visage, the wight has a Horrific Visage power that causes opponents to recoil in horror.
4e monster design really was innovative, in my opinion.