That's kind of tautological, though, isn't it? If it's a lousy story BECAUSE it doesn't use a specific set of details, then naturally you're going to think those specific details are kind of important! Although i do think a story about LE orcs must be REALLY specific if you can't make it a story about LE hobgoblins.
A "good D&D orc story" to me is a story that is
about D&D orcs, which means about them
specifically, using their unique traits and predilections and lore elements to tell a story that could only be told about
those specific creatures. Anything short of that skirts the boundaries of Generic Fantasy Story. Which is fine, but is very distinct from a story
about D&D orcs, even if it involves them. If you can tell the same story about AD&D orcs and AD&D hobgoblins, you've not got a good story
about those creatures, even though it might be a fine Generic Fantasy Story where the traits of the antagonist doesn't matter.
As an example, an AD&D hobgoblin would be the commander of an army of goblins, bugbears, and hobgoblins - and maybe other critters (carnivorous apes!). They'd be at least partially underground, and would have a special hatred for the elves of the realm. They'd be likely interested in material wealth, and they'd be aggressive. An AD&D orc would in contrast be
expansionist, seeking to
conquer. They'll attack at night, and in addition to the elves, they'll be targeting the dwarves. They take slaves (probably not of those two races), and mix their blood with them (orogs, half-orcs...there are no half-hobgoblins...). The orcs can be traded with and bribed to be military allies, if it's in their best interests (though one should never trust them very far).
A good story about those orcs and a good story about those hobgoblins would be distinct stories. If one could just fill in for the other, it's not a story
about those creatures, it just involves those creatures as Generic Antagonists.
For me, I don't run the kind of games where those specific details are really important. I just borrow whatever elements are there, and if they're inspiring, I use them, if not, I change them. Fundamentally, I use the setting as a backdrop to MY story, I have no interest (anymore) in using the story as a way to showcase the setting.
When I say I "use the lore," the example above is what I mean.
I imagine that a lot of tables that care about setting canon
use the lore in a similar way.
I don't approach D&D as a place to tell MY story. If I wanted to tell my story, I can self-publish on Amazon and not subject my friends to it. I approach D&D as an activity where I can build a story out of existing elements. If those elements change, so do the stories I can tell with them, making them less effective as building blocks.
lowkey13 said:
Anyway, the point being that stuff happens. Stuff changes. Life goes on.
And you never stop to ask how we can improve the quality of the life that goes on, to limit the destructive changes, to make the world a better place?
I imagine that the rest of 5e D&D and into 6e can be better with lore and barriers to playing than D&D 3e and 4e and even early 5e were. That'd make the world a little bit of a better place in some small way.