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

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One thing this thread puts me in mind of is Forgotten Realms. Early on, in FR, TSR flat out stated that they were going to leave one area largely blank (Sembia IIRC, although I could be wrong about that) in order to allow DM's to put their individual stamp on the setting. That lasted about fifteen minutes and then supplements came out and filled in the white spaces.

Whether you think this is a good thing or bad, I imagine, would define which side of the fence you sit on in this thread. :)

Maybe. I'm not sure adding canon to a blank area counts as changing canon, though, which is primarily where the divide in this thread comes from. I don't have any problem with adding canon to an area, but I think that a blank area would have been good to keep around.
 

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Why would we want more than that
Is it grey or beige? Is it hairy or thinning on top? Does it assassinate or only attack adventurers? And rich ones the imitation of whom means eating grapes and drinking sherbet, or the poor ones the imitation of whom means digging ditches and sleeping in mud?

DungeonWorld leaves all this hanging on the individual GM!
 

]the Great Idea of 4e, which meant chucking the previous 30 years of D&D lore in favor of their own version

<snip>

hings were re-purposed without regard to what came before
Comments like this undermine the tone and credibility of an otherwise interesting post. Thirty years of lore was not "chucked". Do you think that 4e invented the relationships between the drow and Lolth, or Loth and Corellon? Invented the Nine Hells and the place of the Archdevils within it (which, in 4e, actually preserves the PS canon as best I can tell, rather than reverting to the more traditional AD&D Monster Manual setup)?

That thirty years of lore includes a lot more than just the planar structure of Appendix IV and the minutiate of its PS progeny.

(And as far as repurposing is concerned - have you read Worlds & Monsters? They had deep regard for what came before. To pick on our favourite eladrin, for instance, they explain in detail why the Feywild, magic-oriented high elves and the fey outsiders of Arborea warranted unification.)

this time more successfully
I assume you mean here "commercially successfully". You haven't given any real explanation of why it should be regarded as a greater aesthetic success. Or more successful form the point of view of gameplay.

I actually kinda like 4e's take on the lore, once you remove it from any previous context.
Some of us like 4e lore within its context (previous and current). D&D and its history and traditions is not the sole province of PS fans and 4e critics.

Old-school players want light-lore or multiple choice versions because its world-building friendly. Newer players prefer the model of "one lore" that is shared among all players.
But [MENTION=3400]billd91[/MENTION], who presumably thinks of himself as old-school (or, at least, not newer) longs for the shared experiences of the old late-70s/early-80s module days.

I'm an old player who has really no interest in world-building (I prefer indie-style "world emerges through play") but is happy with light lore, or multiple choice lore, or rich lore where that is interesting. Because, as I 've said, I will take what I want and ignore the rest.
 

depth and information. That's a game improvement over no depth and no information.
Why? Why is it an improvement to lock-down the souce of doppelganger's natural AC? Eg what if, in the context of a game I'm running, the PCs are facing their first doppelganger. And one of them is a swashbuckling rogue or F/Th type, chasing the doppelganger through a market-place and across roof-tops. And it would make for exciting and engaging narration, when the player rolls a to-hit roll that just misses, to describe the doppelganger lithely getting out of the way.

Why is it better to be directed by the Monstrous Manual to, instead, say "Your blade is defelcted by the thick hide of the doppelganger"?

From the point of view of human knowledge, more information is (generally) better. From the point of view of fiction, especially fiction that is co-authored in real time, not necessarily so?

And I dispute "depth". It adds no depth to be told the source of a doppelganger's AC. I've read LotR many times and couldn't tell you how the colour of Elrond's footwear. Knowing that little titbit of information wouldn't deepen my appreciation or understanding of the work.

The point is to provide to DMs a starting point to work with when developing a doppleganger story.
Being told they have a single tribe is not more a starting point than being told that once there was a doppelganger named Harry. Or that they prefer to eat lunch in the early afternoon (that might actually be more helpful). That's why I say that it's unhelpful verbiage with no real content. They could have typed anything else there - or even the exact opposite, that doppelgangers are fiercely tribal and exclusive in the territories they haunt - and it would have made no difference to the rest of the entry and its presentation of doppelgangers. It's as if they rolled a random "humanoid tribal structures" die and just wrote down the result.

Lore is information about something. Just because you don't find it useful doesn't stop it from being lore.
This is a thread about setting lore. My threshold for lore is that, at least, it contributes something to the shared fiction of the game.

I mean, they could have got in another few hundred words by writing, "When a doppelganger wields a dagger, it does d4 damage; when one wields a longsword, it does d8 damage; . . .", so on through the whole weapon table. By your standards that would apparently be yet more impressive lore. In my view, telling us that a monster whose whole raison d'etre in the game is to be a mind-reading shapechanger might act as a spy or assassin, and might imitate a rich person to get his/her money, is in the same category. It's utterly redundant banality. Writing it down doesn't actually add anything to the sum total of human knowledge, neither about doppelgangers in the fiction nor about how one might actually use them at the table.

pemerton said:
This is not stuff that I don't need because I'm creative, but that others might. It's utterly banal GMing advice (on how to use infiltrator-type monsters) masquerading as a monster entry.
The bolded portion is the key here. This is not about you. This is about the monster lore entry in general. What you need or don't need doesn't dictate whether something is or is not lore, or whether it's useful in general.
You misread the bolded portion (I think by disregarding or missing the first "not"). My whole point is that this is useful to no one. It's not just a case of me being creative, and so not needing it. No one needs it. In case it's not clear why, let me repost it once more:

[G]roups of dopplegangers can be found anywhere at any time, and in unexpected locations. . . . [D]opplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.​

This is worthless. Actually worse than worthless, because it fills the page with random characters that make the modicum of actual information (banal as it is, other than the stuff about artificial origins) harder to extract than it otherwise would be.

And in case it's unclear why I think it's worthless: being told that a shapeshfiting mindreadewr can be found anywhere unexpectedly is the same as being told that a fish might be found in a body of water. Being told that they might wait until nightfull, or until a victim is alone, or when a victim is at an inn (not alone? in the day?) is just repeating what is already obvious, that anyone anywhere could be a doppelganger, because they are mindreading shapeshifters. Those passages literally tell us nothing that we didn't already know just by knowing that we're talking about doppelgangers, a monster in a fantasy RPG.

You're really arguing that lore that says how dopplegangers behave and why doesn't explain to a DM how to use them?
By "all that descriptive stuff" I meant the stuff I had just been referring to in my post. To quote myself "Being told that a monster is grey, hairless and with a thick hide (when I already knew, from its stats, that it is AC 5) is not significant content."

But the rest of the stuff does not tell a GM anything that was not already obvious. And nor does it give the GM any advice on how to handle doppelgangers in play. Compare it to what [MENTION=6696971]Manbearcat[/MENTION] quoted from DW, which cuts to the chase: your "friend" could actually be a doppelganger. In a sentence or two it tells the GM more about how doppelgagners fit into the game (their uses, their pitfalls etc) than the hundreds of words you posted.
 

Why? Why is it an improvement to lock-down the souce of doppelganger's natural AC? Eg what if, in the context of a game I'm running, the PCs are facing their first doppelganger. And one of them is a swashbuckling rogue or F/Th type, chasing the doppelganger through a market-place and across roof-tops. And it would make for exciting and engaging narration, when the player rolls a to-hit roll that just misses, to describe the doppelganger lithely getting out of the way.

Why is it better to be directed by the Monstrous Manual to, instead, say "Your blade is defelcted by the thick hide of the doppelganger"?

D&D is not written to be that sort of game. You can use your playstyle with it, but D&D is designed with the fictional elements being hard coded to a greater degree than your playstyle wants. Most people play the game the way it was designed to be played, and to them, the depth that "locking down" information on dopplegangers provides is an excellent improvement over having schrodinger's doppleganger that might have thin skin and be lithe one day, and thick skinned the next when it faces Grog the barbarian.

If you want to use your playstyle with D&D, it's on you to change it to fit your needs, not to expect the game to be designed differently to accommodate you.

And I dispute "depth". It adds no depth to be told the source of a doppelganger's AC. I've read LotR many times and couldn't tell you how the colour of Elrond's footwear. Knowing that little titbit of information wouldn't deepen my appreciation or understanding of the work.

But the descriptions of Rivendell do. By your logic nothing should be described since it adds nothing and it's better to just leave it to the DM to come up with. No. Descriptives add depth, even if YOU don't find them necessary or good. Not adding depth to your game doesn't keep them from adding depth in general.

This is a thread about setting lore. My threshold for lore is that, at least, it contributes something to the shared fiction of the game.

The PCs finding out about the single tribe does add to the shared fiction of the game. The PCs(and perhaps the players) are all sharing the discovery of the lore.

You misread the bolded portion (I think by disregarding or missing the first "not"). My whole point is that this is useful to no one. It's not just a case of me being creative, and so not needing it. No one needs it. In case it's not clear why, let me repost it once more:

[G]roups of dopplegangers can be found anywhere at any time, and in unexpected locations. . . . [D]opplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.​

This is worthless. Actually worse than worthless, because it fills the page with random characters that make the modicum of actual information (banal as it is, other than the stuff about artificial origins) harder to extract than it otherwise would be.

And in case it's unclear why I think it's worthless: being told that a shapeshfiting mindreadewr can be found anywhere unexpectedly is the same as being told that a fish might be found in a body of water. Being told that they might wait until nightfull, or until a victim is alone, or when a victim is at an inn (not alone? in the day?) is just repeating what is already obvious, that anyone anywhere could be a doppelganger, because they are mindreading shapeshifters. Those passages literally tell us nothing that we didn't already know just by knowing that we're talking about doppelgangers, a monster in a fantasy RPG.

I did misread it, but it doesn't change my response. It's not worthless. Being told that they trail their opponents lets DMs know that they don't lie in wait for them somewhere. A new DM would have the doppleganger trail a PC until that PC is alone, rather than set the doppleganger up hidding in a room until the PC walks in to go to sleep. Again, just because YOU don't find it useful or to have worth, does not make it worthless in general or have no use.

By "all that descriptive stuff" I meant the stuff I had just been referring to in my post. To quote myself "Being told that a monster is grey, hairless and with a thick hide (when I already knew, from its stats, that it is AC 5) is not significant content."

To you. "Significant" being subjective.

But the rest of the stuff does not tell a GM anything that was not already obvious. And nor does it give the GM any advice on how to handle doppelgangers in play. Compare it to what [MENTION=6696971]Manbearcat[/MENTION] quoted from DW, which cuts to the chase: your "friend" could actually be a doppelganger. In a sentence or two it tells the GM more about how doppelgagners fit into the game (their uses, their pitfalls etc) than the hundreds of words you posted.
What is obvious and what is not is going to vary from DM to DM. You and I are both very creative and have been playing this game from at least 1e and perhaps longer for you. What is obvious to us won't be obvious to new DMs or less creative DMs.
 


Is it grey or beige? Is it hairy or thinning on top? Does it assassinate or only attack adventurers? And rich ones the imitation of whom means eating grapes and drinking sherbet, or the poor ones the imitation of whom means digging ditches and sleeping in mud?

DungeonWorld leaves all this hanging on the individual GM!
It doesn't even tell us if the dopplegangers will follow you into the inn. (Plural dopplegangers, because there's a tribe. They're just never seen together.) It's pretty much unusable!
 

But [MENTION=3400]billd91[/MENTION], who presumably thinks of himself as old-school (or, at least, not newer) longs for the shared experiences of the old late-70s/early-80s module days.

I'm an old player who has really no interest in world-building (I prefer indie-style "world emerges through play") but is happy with light lore, or multiple choice lore, or rich lore where that is interesting. Because, as I 've said, I will take what I want and ignore the rest.

Relatively light lore (and the yardstick on that varies) is fine because that too can provide a basis for familiarity, but when even that get changed/"reconcepted" it just makes the change that much more vexing because there wasn't all that much there to begin with to provide that common understanding.
 

(And as far as repurposing is concerned - have you read Worlds & Monsters? They had deep regard for what came before. To pick on our favourite eladrin, for instance, they explain in detail why the Feywild, magic-oriented high elves and the fey outsiders of Arborea warranted unification.)

Does writing pages of justification for a bad mistake make it not a bad mistake? Or does it just try and spread the blame around so that you are not left as the one responsible for that mistake?
 

(And as far as repurposing is concerned - have you read Worlds & Monsters? They had deep regard for what came before. To pick on our favourite eladrin, for instance, they explain in detail why the Feywild, magic-oriented high elves and the fey outsiders of Arborea warranted unification.)
Well, if Andy Collins making fun of Planescape fans is "deep regard" then I guess we can call it deep regard ;)
 

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