D&D 5E Do you care about setting "canon"?

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This takes us right back to page 1 of the thread!

The answer is - if you want to make 1 billion dollars out of a movie, or 1 million dollars out of a RPG book, you need people to buy it who aren't your hardcore fans. And those people won't buy it just because it sticks to continuity. They want it to be good, whatever exactly that means to them. And so if canon gets in the way of it being good, you have to be prepared to override canon.

My argument was never that sticking to continuity/canon was the only factor... but that all things being equal I think even casual viewers and readers would rather have a work that is coherent in it's continuity, canon and lore. Your argument seems to assume one can't have both a good story/lore and canon/continuity... but they aren't mutually exclusive... again when comparing whether canon is or isn't a draw all other things should be considered equal otherwise that's not really what's being discussed.

The original X-Men movie even has a shoult-out to this - when Wolverine first puts on his X-Man uniform, and makes a disparaging remark about it, Cyclops replies "What would you prefer - yellow spandex?" Whether this sort of inside joke is good for the film is a further question, but the point it makes is that sticking to the canonical Wolverine costume doesn't necessarily make for credible movie visuals.

Actually Wolverine has a couple of costumes and I'm not sure I accept your claim that they wouldn't make for credible visuals... again Avengers pulls of the traditional costume look for most of it's heroes, with the exception of Scarlet Witch for what I think are obvious reasons, very well...

Look... I feel like you're assuming good story is at odds with consistency and canon... when that's not necessarily true. At least no more or less true than rebooting or changing lore must create a bad story...
 

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Well, I think it is quite consistent with my claim that there is no evidence that what makes movie franchises popular is continuity of backstory.

A single example out of numerous movies that for the most part point in the opposite direction... uhm, ok.
 

Both Star Trek and X-Men have done continuity reboots and manage to remain popular as movie franchises. There's also been a number of TV shows that have retcons in mid-show without any complaints.

Pretty much all of the Marvel movies have heavily rewritten the canon of their comics.

Battlestar Galactica became more popular when it dumped a lot of canon of the original series.

The Lord of the Rings movies ignored novel canon where they felt like it.

The Terminator movies rewrite their own canon with every movie made, and even have done a continuity reboot. I don't think John Conner is even born as a result of the last one (he was also that movie's ultimate Terminator).

Continuity doesn't seem to matter, given how many movies make a lot of money by making a mockery of it.
 

I regard this as an incredibly impoverished approach to interpretation and criticism.

It's not a coincidence that, in the Conan stories, Conan is the only Cimmerian we ever encounter. (See eg the discussion in Patrice Louinet's critical editions.)
Hardly a coincidence. Canon is Conan's tribe being wiped out and him being taken prisoner. Hardly surprising that he's the only one you see.

It would undermine the Holmes stories if another detective, equally good, happened to be solving equally baffling mysteries just off-stage.

Quite the opposite, really. Canon already supplies a detective as good or better than Homes. Moriarty is a great detective that uses his exceptional ability for evil. Be no problem that I can see for another one to appear. Maybe an American.

For Oriental Adventures to make sense, the Celestial Emperor must, indeed, be the ruler of Heaven. This means that other gods have to be absent from the setting.

The Oriental Adventures has been optionally placed into other campaign setting like the Forgotten Realms by the company. Just because the Celestial Emperor rules the heaven of the Oriental Adventures, does not mean that there can be no other gods in the world. In fact, page 137 of the 1e Oriental Adventures has rules for Gajin, which allows clerics from other lands with other gods to adventure in Kara Tur. So right there canon blows your statement out of the water.

Works of art don't have to be utterly enclosed - but they're not just lists of non-standard variations on a received template. They have meaning. Sometimes the silences and absences are part of that meaning.
Sometimes, but they are usually crystal clear. Most of the game is not mentioned in a setting at all
 

It succeeded because it was (I'm told) a good film. No one is saying that people will go to see a film precisely because it butchers canon. (Except perhaps for some limited-appeal avant garde films.) The claim is that there is no evidence that adherence to canon is an important factor in flimic success.
The reply that I quoted was a reply to this statement:
Imaro said:
But you've yet to show a property that benefited by excessive changing of lore and canon.

"Deadpool was a successful movie" doesn't show a property that benefited by excessive changing of lore and canon.

But this is the difference between canon and tropes, feel, theme, etc.

Being true to the character, or the setting, doesn't mean never chagnging anything. Whether or not West Side Story is true to Romeo and Juliet isn't going to be settled by noting that it is set in NYC rather than Verona.
It does, though! Both of those works have contexts and meanings that are quite different in their own time and place from each other. They share a lot of overlap, too, but you'd be grossly over-simplifying to imagine that they are essentially the same thing.


Not in my experience. As I have already posted, I play in a D&D groupt that has over 100 years of collective FRPGing experience. Yet I doubt that any of them but me would know about PS-era eladrin, and while they're been cheerfully beating up on gnolls for decades, I doubt that any would notice that the 4e gnolls they fought were slightly more demon-oriented than the AD&D versions.

This stuff is just not such a big deal. And here's one of the reasons why:

I mean, that's all well and good, but if you'd like to understand why canon matters to other people, your own experience is irrelevant. You need to acknowledge the experiences of others. Baldly asserting that it's not a big deal is not a great way to demonstrate that you're open to that, if indeed you are.

I think that your analysis here is exactluy the opposite of the truth.

It is because RPGers use lore that canon doesn't matter much to many of them. Lore provides the building blocks of a shared fiction - it is not itself the shared fiction.

It becomes the shared fiction when you use it in the game, no?

Converesly, those for whom lore matters - for whom the goal of RPGing is to emulate an existing story or setting - are the ones who are not using lore but rather are holding it in crystalline stasis. I have never played with such people. I get the impression that they are a minority of D&D players (eg from another current thread I believe that WotC reports the most popular campaign setting is "homebrew").
Your characterization of people who "use the lore" seems to be little better than a condescending stereotype. Assert less, listen more. You will find that, for instance, running a homebrew game isn't incompatible with a conservative idea of lore. In fact, a tendency to homebrew can be pointed to in certain situations as an example of the negative externalities of lore changes ("I don't play these settings because I don't read the novels.").

Using the lore doesn't mean holding it in stasis. It means using it in play, to inform characters and narratives and mechanics. It necessarily changes and develops in the course of play. But if it changes because some developer had a Cool Idea, that disrupts the characters and narratives and mechanics that were part of that lore before.

Meanwhile, if Deadpool changes because some directore had a Cool Idea, it might not disrupt much about the character or it's narrative, really. I mean, it might! But it being a change doesn't automatically make that happen the way that changing game lore automatically disrupts existing games using old lore just as much as a errata does.

From the aesthetic point of view, I don't think it is good for the game to cater excessively to this minority, because it undermines what I regard as the key point of RPGing: creation, not emulation/reenactment. And from the commercial point of view, I think the same conclusion follows, as this minority is not enough on its own to make the publications viable. Therefore the publications have to appeal more broadly, which sometimes will require disregarding past lore.
I mean, you can baldly assert your view that this group is in a minority, but I think you're blinding yourself to considerable nuance without much evidence for the sake of preserving some cartoonish characterization of people who just play the game a bit differently than you do. (As if the people who prefer the PS tiefling story aren't creating with that story!). That intractable delegitimization is harmful to everyone involved.
 
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Movies, books, and comics aren't meant for the audience to jump in and decide major plot points and events...this is why they aren't really great examples when it comes to comparison to RPGs.

By design, RPG settings are meant for player input, for the audience to have an impact on the game. I would say that because of that fact, the idea of canon isn't as meaningful for RPGs as it is for other media.
 

Movies, books, and comics aren't meant for the audience to jump in and decide major plot points and events...this is why they aren't really great examples when it comes to comparison to RPGs.

By design, RPG settings are meant for player input, for the audience to have an impact on the game. I would say that because of that fact, the idea of canon isn't as meaningful for RPGs as it is for other media.

I'd say it makes it more meaningful.

By way of analogy: if you build a character to be a powerful two-handed weapon user, and you use the game's mechanics to realize that goal, and then a new book comes along and nerfs a key part of your build, that disrupts your play. Even though RPG mechanics are meant for player input, even though you can use the old rule just fine, that change has a negative effect on the game you're playing.

The same thing is true if you build a society of gnolls with active trade with your central kingdom, using the game's lore to realize that goal, and then a new book comes along and claims that gnolls are all destructive demon-spawn. That disrupts your play in basically the same way. Even though RPG stories are meant for player input, even though you can use the old lore just fine, that change has a negative effect on the game you're playing.

It's more meaningful because you've used the canon to have an impact in play.
 

I'd say it makes it more meaningful.

By way of analogy: if you build a character to be a powerful two-handed weapon user, and you use the game's mechanics to realize that goal, and then a new book comes along and nerfs a key part of your build, that disrupts your play. Even though RPG mechanics are meant for player input, even though you can use the old rule just fine, that change has a negative effect on the game you're playing.

The same thing is true if you build a society of gnolls with active trade with your central kingdom, using the game's lore to realize that goal, and then a new book comes along and claims that gnolls are all destructive demon-spawn. That disrupts your play in basically the same way. Even though RPG stories are meant for player input, even though you can use the old lore just fine, that change has a negative effect on the game you're playing.

It's more meaningful because you've used the canon to have an impact in play.

I see it the opposite. If my civilized gnoll idea is one I enjoy, I can carry on with my game as is. No need to change anything. No negative impact.

If I watch the Avengers film and don't enjoy the ending, I can certainly change the ending in my mind, but when I tell my pals it was awesome how Hawkeye singlehandedly defeated the Chitauri armada, I'll seem like a nut job.
 

I see it the opposite. If my civilized gnoll idea is one I enjoy, I can carry on with my game as is. No need to change anything. No negative impact.

If I watch the Avengers film and don't enjoy the ending, I can certainly change the ending in my mind, but when I tell my pals it was awesome how Hawkeye singlehandedly defeated the Chitauri armada, I'll seem like a nut job.

Would a change to, say, the Great Weapon Master have a negative effect?

In the analogy I'm drawing, the effect is comparable.

I don't dispute that it's entirely possible to ignore them both.

But if you can understand the need to be conservative with errata, then one should be able to understand the need to be conservative with lore changes. The reasons are similar.

And if one can't see the need for either, then the work to be done is the work done months ago: to show once again how these actually disrupt actual games.

Have you heard the one about the gnome wild mage yet?
 

I'd say it makes it more meaningful.

By way of analogy: if you build a character to be a powerful two-handed weapon user, and you use the game's mechanics to realize that goal, and then a new book comes along and nerfs a key part of your build, that disrupts your play. Even though RPG mechanics are meant for player input, even though you can use the old rule just fine, that change has a negative effect on the game you're playing.

The same thing is true if you build a society of gnolls with active trade with your central kingdom, using the game's lore to realize that goal, and then a new book comes along and claims that gnolls are all destructive demon-spawn. That disrupts your play in basically the same way. Even though RPG stories are meant for player input, even though you can use the old lore just fine, that change has a negative effect on the game you're playing.

It's more meaningful because you've used the canon to have an impact in play.



Ignoring a new mechanic is difficult because any products you buy after it comes out are likely to take that new mechanic into consideration.

But if in your campaign world gnolls are a civilized race, it doesn't matter that in another campaign world they're demon spawn.

It's like... How it is that Drow in Eberron are the ancestors of modern elves, while Drow in Faerun are elves changed by an evil goddess. Those are almost entirely opposite canons, yet both rely on drow having the same set of racial traits.
 

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