Manbearcat said:
And certainly not canonically faithful in a way that would please the most strident adherents in this thread (were they analogously faithful to Deadpool canon as they are to FR, Planescape, et al).
I buy the argument that Deadpool succeeded without adherence to lore, but that doesn't imply that the success was
due to disregarding canon.
Of course, it's kind of impossible to show that.
But this comparison has raised another interesting point for me: Why isn't comic book fiction like game setting fiction? What's different in the goals of a consumer for them?
And one big answer that seems to appear: because game setting fiction is
interactive. It's a tool, in a way that other genres of fiction aren't.
You
use Dragonlance lore. You
play with it. It becomes an ingredient in your game experience, an element of your character building or adventure building, an important aesthetic element in the gameplay. The primary purpose of Dragonlance lore is that it
creates good gameplay experiences.
Deadpool lore, though, you consume differently. Whatever it's format, you don't then take it and go make homemade Deadpool movies with it. You're not invited to (and you're legally prohibited from doing it!). The primary purpose of Deadpool lore is that it creates an enjoyable comic book/movie experience.
I wonder if, for people who "don't care about lore," they treat gaming lore in a similar way to the way people treat Deadpool lore. They don't use it. They don't play with it. Or, at least, they don't use it any more than they use LotR - for inspiration, for ideas, but not the thing itself.
You could complain about either one that the new lore isn't true to the spirit of the old lore. If they made Deadpool a stone-faced, Serious Protagonist who was very patriotic and self-sacrificing and who loved children and atoned for all the murders he committed, people would rightly complain that it wasn't true to the original material, and even if it was
good, it might not matter. (You could argue that every Superman movie since the '80's is plagued by this particular issue, in addition, perhaps, to just being not very good)
But, if you use lore, a change in Dragonlance lore affects how you actively play a Dragonlance game - it affects the characters you create and the adventures you go on, the experience of playing the game. That could lead to the effect above, but it's not the same effect.
My position is mostly about how the lore is used in play. I
use lore. It forms my characters and my adventures. Changing an element of it is no less significant than changing a rules element (and in some cases, it's a bigger impact!).
pemerton said:
But as best I recall he wasn't talking about the backstory for gnolls or eladrin. He was talking about basic tropes and mechanical fundamentals - the "feel" of the game.
Any D&D player who even knows the backstory to 2nd ed AD&D eladrin is already a pretty hardcore fan - they're part of a setting (Planescape) that is a meta-heavy play on ordinary D&D, and that (to the best of my knwoledge) had only modest commercial success. These players aren't being confused by the changes to eladrin in 4e. They're being put off because they don't like it!
The backstory for gnolls and eladrin is no less important to the feel of the game than basic tropes and mechanical fundamentals.