ProgBard
First Post
So like an idiot, I dipped into the last few pages of the Setting Canon thread, which seems to have long since gone off the rails, slipped the tracks, careened into the wilderness, and barrel-rolled two or three times before catching on fire and exploding. That said, though, something startling came up in recent posts that was so alien to my experience that I had to make sure I was reading it right: The idea that if gameworld "lore" (specifically of monsters in the discussion in question, but presumably exapndable to all other aspects) isn't utterly consistent, it's useless, and that if you allow exceptions for some aspect of it you might as well throw the whole rulebook out, cats and dogs living together, &c., &c.
In short, I was flabbergasted to find a subset of my fellow hobbyists who want setting lore to be another kind of rule.
Which, dude, I am not about to declare BadWrongFun on however you choose to relate to your gaming materials, but that seems to me like a setup for heartbreak. And I confess I don't understand the absolutism behind it. It feels like a misreading of the intent of that content - asking that a piece of the game does something it wasn't intended to.
To me, "lore" seems like it's meant to be more of a starting point than an end. It's a general understanding of how things are in the setting - or, at most, default assumptions that may or may not be valuable to your own version of the gameworld. Even as "canon," it's a way of saying "This is what's known to be true, except when it isn't." If it's done well, it should suggest things that could happen in the course of play, but not dictate them. Adhering to or ignoring the lore ought to depend on what's going to make a more interesting play experience.*
Expecting lore to operate as if it were another set of rules feels like mistaking (to use a couple of loaded and decidedly imperfect terms) fluff for crunch. Tipping the hat to the late Sir Pterry, the Lore is not the Law, even if your ideolect pronounces them the same way.
Or at least that's how I see it. If you disagree with me, I'd love to hear what experiences inform your different expectations, and what you feel it serves to treat that part of the game that way. I'd also be interested to learn what compromises, if any, you'd be willing to make as part of a table that views lore in a, well, fluffier way than you do. I don't know that I'll ever really grok this way of thinking, but I'd at least like to get a sense of how it looks from the perspective of someone whose default settings are so different from mine.
Because:

*Words deliberately chosen because some of you out in forumland seem to be allergic to the word story, but that's what we're talking about here.
In short, I was flabbergasted to find a subset of my fellow hobbyists who want setting lore to be another kind of rule.
Which, dude, I am not about to declare BadWrongFun on however you choose to relate to your gaming materials, but that seems to me like a setup for heartbreak. And I confess I don't understand the absolutism behind it. It feels like a misreading of the intent of that content - asking that a piece of the game does something it wasn't intended to.
To me, "lore" seems like it's meant to be more of a starting point than an end. It's a general understanding of how things are in the setting - or, at most, default assumptions that may or may not be valuable to your own version of the gameworld. Even as "canon," it's a way of saying "This is what's known to be true, except when it isn't." If it's done well, it should suggest things that could happen in the course of play, but not dictate them. Adhering to or ignoring the lore ought to depend on what's going to make a more interesting play experience.*
Expecting lore to operate as if it were another set of rules feels like mistaking (to use a couple of loaded and decidedly imperfect terms) fluff for crunch. Tipping the hat to the late Sir Pterry, the Lore is not the Law, even if your ideolect pronounces them the same way.
Or at least that's how I see it. If you disagree with me, I'd love to hear what experiences inform your different expectations, and what you feel it serves to treat that part of the game that way. I'd also be interested to learn what compromises, if any, you'd be willing to make as part of a table that views lore in a, well, fluffier way than you do. I don't know that I'll ever really grok this way of thinking, but I'd at least like to get a sense of how it looks from the perspective of someone whose default settings are so different from mine.
Because:

*Words deliberately chosen because some of you out in forumland seem to be allergic to the word story, but that's what we're talking about here.