This is not a good metaphor for the transition from Appendix IV and DDG to the "Multiverse". It is the telos of an acorn to grow into a tree. But it was not the telos of Appendix IV, or of Gygax's practical advice on worldbuilding and moving PCSs from campaign to campaign, to have it turn into Spelljammer, Planescape and the multiverse.without the acorn there would be no tree.
Those are just one way that the game happened to develop, during the late 80s and 90s. 3E watered it down; 4e ignored it; 5e is reviving it. It's a choice, not a destiny, and not inherent to D&D.
But if that is what is expected and encouraged by the publisher of the rules (which it is for D&D, whereas it is not for Star Wars or Marvel Heroic RP), then one can hardly say that it is unorthodox, or not playing the game as intended, or - in the case of the D&D rules - not playing D&D.People use the rules for games and ignore the setting all the time. It doesn't change the existence of the setting.
No one in this thread is denying that D&D has a tone, and some default tropes, and some distinctive ways of handling certain things (trolls, armour and weapon types, etc). But - as [MENTION=22779]Hussar[/MENTION]'s Scarred Lands example shows, or as Dark Sun shows - one can depart from these in various ways and still be plauying D&D.That D&D has some baked-in lore? That what makes D&D identifiably D&D is the combination of both the rules and and lore?
That doesn't entail that anything counts as playing D&D. It's a fallacy to infer from the fact that (i) departure from defaults is possible, and (ii) we can't know in advance what sorts of departures will be permissible without destroying the identity of D&D, to (iii) anything goes. That was [MENTION=88539]LowKey[/MENTION]'s point about James Bond, for instance. But the falsehood of (iiI) doesn't entail the falsehood of (ii). And the fact that we can't know, in advance, what range of changes is consistent with being D&D does mean that D&D can't be cabined into some static set of somewhat arbitrarily-chosen categories.
Well, Boot Hill is canonically part of GH (as per Murlynd), and so is Metamorphis Alpha (as per the campaign reports in Dragon magazine), so either GH extends beyond D&D or else Boot Hill and Metamorphis Alpha are part of the GH canon. And if they're in, why not Gamma World too!personally don't think they're D&D. Even though GammaWorld has used the D&D rules on multiple occasions (and even had the D&D logo on the box once). They're different RPG brands owned by the same company.
<snip>
All the core elements of D&D fit into the canon of Greyhawk.
And is it true that all the core elements of D&D fit into the canon of GH? One core element of D&D has been that clerics can't use edged weapons - but GH dropped that (as per articles in Dragon magazine, and then the GH boxed set).
You can kill Elminster and that's suddenly canonical in your world and nothing can change that.
But it's not going to be official canon.
Can you call your Pathfinder RPG sessions "playing D&D"? Sure. But that's like spending a couple days playing Halo with your friends and calling it "a PlayStation weekend".
Sure. It happens. A lot as [MENTION=6799753]lowkey13[/MENTION] demonstrate (he forgot band-aid tho).
Doesn't make it correct.
The apparent implication of all this is that playing D&D in a home campaign world, or ignoring some bit of the Monster Manual ("In my world there are no lizardfolk, and kobolds speak Goblin, not Draconic") is not really playing D&D, but is a type of "hack" - and describing it as D&D is a bit like calling a Canon photocopier a Xerox.Cool. Sounds like you had fun.Hussar said:My first experiences with 3e were set in Scarred Lands. <details snipped>
Would I say you were playing D&D? Well… it's not really for me to say.
The thing D&D has going for it is it's ubiquitous. It's not a generic system. It's not always the most hackable system. But people know it. So they make it their own.
You can hack any system. Just the other day I was listening to the Tabletop Babble podcast and they were talking about using systems to play superheroes, and numerous non-cape systems were suggested included 3e and 4e D&D. You can make the D&D rules into anything with a little effort.
But none of that means D&D is a generic rulelset. Adding a different world doesn't mean the existing one ceases to exist.
You can mod Grand Theft Auto to let you play as Iron Man or the Hulk. Or add pirates or Pokemon to Ark: Survival Evolved. But that doesn't negate the story, characters, and lore of the existing video games.
That's bizarre. I mean, the D&D rulebooks tell you how to make your own campaign, and tell you to take what you want from the Monster Manual and leave the rest! They're deliberately presented as suggestions and tools, not necessary conditions for really being D&D.