Actually… internal consistency is what some people are arguing against. That's the canon I want preserved.
Some posters in this thread want to just give writers the freedom to make whatever changes they want and ignore whatever changes the writers want. To erase, ignore, or delete canon.
Yeah, I can understand that. Personally, I think it's a balancing act when it comes to the fiction. Almost any change can be explained, as you go on to point out later (not all of them are, but they can be), so whenever that kind of storytelling option comes up, my take on it would be did they justify the change by making a cool story? If so, then make the change. If not, then the change seems unjustified.
But then, what happens when such a change is attempted, and then turns out not to be justified in the eyes of most? Do they then ignore that change? DO they honor it? Do they change it back with another retcon? Does that make things worse?
This is my point....sometimes, it's simpler and better just to ignore something. The endless patches made to maintain canon are part of the problem. I am not saying they should just go about making any and all changes willy nilly....just that sometimes, to put out the best product possible, they may need to ignore canon or to fudge it a bit.
The thing is, the major changes to settings didn't ignore canon or change canon… they added to canon. "The canon now includes X and Y".
It's a change to the setting, but not canon.
Yeah, sure, I agree with that. Those kinds of things don't really bother me in and of themselves...even if I may or may not like the actual change in question.
To me, I would have rather they just started having dragonborn show up rather than introduce the whole Aebir thing (my knowledge of all the ins and outs of this is admittedly sketchy, so please bear with me). To me, the attempt to explain why the dragonborn are just now showing up is more disruptive than to just have them show up. Sometyhing simple like a hidden city that now is discovered, and they spread out into the world is a far simpler and easier explanation than some returned planet that merged with the existing planet.
That's a great example of what I'm talking about as well. Returned Abeir was a *huge* retcon. "Abeir-Toril are two planets, not one, there are Primordials, etc".
But it doesn't really change anything. It simply adds to the mosaic. It negates nothing from the past.
An actual change was something like "sun elves are eladrin not elves and are from the Feywild". But that's a minor one.
What about Unther? Didn't it get removed from the setting? I know we can argue that the removal was explained in world, so this actually "made sense" within the canon...but these seem to be the kind of changes some defenders of canon are saying should not happen.
The example of actually changing canon I used upthread was from the 3e product Lords of Madness where Mind Flayers went from being creatures from the Far Realm that entered the Prime Material Plane hundreds of thousands of years ago to being creatures from the distant future that went back in time arrive in the world 2000 years ago.
Okay, and how did this change to canon affect anything? Does it simply give two options for gaming groups to choose from? Couldn't these different takes on that lore simply be viewed as differing myths of the mind flayers' origins?
Was there any negative impact on the fiction that you noticed? Was there a negative impact on your game?
Another example is actually from 5th Edition, where the Cult of the Dragon swapped from venerating dead dragons and believing undead dragons would one day rule the world to being servants of Tiamat. Which is an example of what I'm talking about. Rather than reconcile the planned plot for Tyranny of Dragons with the lore of the Forgotten Realms, they changed the Realms to fit their story. They didn't invent a new cult or bad guy, they changed things.
It wouldn't have even been hard. The Tiamat cultists could have been a branch of the Cult of the Dragon that broke away forming the new church of Tiamat. Which could add another wrinkle of forging allies with the old Cult of the Dragon (which would have made more sense than allying with the Red Wizards who were on the opposite side of the map from the Sword Coast, where all the action was taking, requiring some hand waving for how the party gets there).
I admit to not being too sure about this. I've not read the full adventures, so I am only going on second hand info. But I have seen posters here on the site that have explained why this all makes sense. That there was enough material from prior editions to support a change in focus like this.
And even if there was not, didn't you just explain it yourself? A faction whose views differed from that of their main organization, who then took over and changed things. We can find so many examples of this in the real world and fiction, that it's pretty easy to grasp.
It wouldn't have hurt if they came right out and said it, sure. But again, I think they know that this is primarily a game setting....so they leave how individual gaming groups use the material up to them.
A group who was familiar with the Cult of the Dragon's longstanding shtick can come up with their own take on why things changed. A group that is not familiar with the change won't be bonked over the head with a bunch of lore that's not relevant to the adventure.
Similarly, Curse of Strahd is a big blender of Ravenloft lore, taking setting material and just mashing it with the classic adventure. It's a bit like a Marvel Cinematic Universe film where it lifts names and ideas but does it's own thing, using the source material as inspiration for Easter Eggs.
I'd prefer a fresh, back to basics approach like this, myself. I don't think that it contradicts a whole lot from the 2E days, and even includes a cyclical aspect to the realm of Barovia that can be used to justify any changes. If they attempted to explain all the established lore from the 2E days, and then from when they farmed it out in the 3E days, along with all the novels and so on....then things start to become really convoluted.
As it is, Curse of Strahd is a great adventure. I think it's streamlined continuity is what allowed it to be so. Yes, it drew from a lot of past canon, but it did so in ways that were new and interesting, and served as Easter Eggs for those familiar with them.
I honestly don't know if the adventure would have been as good if the design team had been forced to acknowledge any and all lore that had been previously established. I think that's the best example I can give of why I think canon should be a tool and not just automatically observed.