Scott Christian
Hero
That is a good response. Thank you for clarifying.The problem isn't that, but the opposite.
Just because something is new, why can't we reference it?
Gygax referenced Conan because he liked Conan. He referenced Three Hearts and Three Lions because he liked that novel. He created worlds based on the media he liked. Why can't we do the same in the modern era? Why must we stick the same formulas we have been using.
And Honestly, I don't even need to reference us bringing in new influences like Bloodborne or anything like that. Why is it that despite being in the game for forty years Lizardfolk and Tabaxi are still "weird" It doesn't all have to be abadoning the old, it can be focusing on new uses of old things. It can be figuring out how old and new combine.
DnD settings aren't really zero sum. They don't need to be abandoned for us to come up with things that appeal to the newer generations.
I will try to and that first question. I think the reason why is because the PHB generally becomes the default for the edition. This is due to printing restrictions, readability restrictions from buyers, purchasing power from buyers, etc. The other reason is change occurs slowly for most products for fear of not making money, because the new managers grew up on the old product, and fear of backlash.
So if we take the notion that the PHB sets the "tone" and is the default setting for D&D (no matter which edition), and the fact that change comes slowly, maybe where we are now is normal?
(I am by no means stating I am correct, juts trying to think out an answer while typing.)
You are spot on. Those are two very different problems. I wasn't conflating them. They are separate. But one thing both of those have in common is the DM doing more work. And isn't it fair for the DM to say, I don't have time? I plugged 100 hours into this already before session zero. I laid out my logic and setting as best as I could?Okay, but you are conflating "They don't do the work to make it make sense, so it makes no sense" with "It doesn't make sense to have them now, and I don't feel like putting in the work"
Those are two very different problems.
I am sorry. I must not have been clear. I am not talking about the DM's work behind the scenes. (For the record, I was discussing behind the work hours in the post directly above). In this post you replied to, I was only discussing "play time." Meaning the time the DM had in a campaign to paint their world. I was trying to bring a realization that for many of these philosophies that people bring to the table about DMing, there is only so much time to utilize them.I don't think it is a matter of faulting, I'm not going to blame someone for having little time.
But if you have little time, then why also act offended if someone isn't into your generic work? And, while you say 11 hours, I'll remind you of a fact of Oofta's world.
20 years in the same world. If every year (about) is a new campagain that takes it to 220 hours. Now, clearly that is an extreme example, but it highlights a minor problem. The generic campaign world can be the longest running, with the most put into it... and if it is still generic, that is a problem.
(And before Oofta starts ranting at me again, no I am not claiming his world is generic. I am passing no judgements on his world. I literally just wanted to reference a real life example of a long running campaign world, and his was convenient to remember. This is not a personal attack, a judgement, or anything else. I just took the number.)
This is one of the reasons I am so adamant about letting a DM limit races. In my curated setting, which does not fall back on a traditional FR setting, I know much of it will be new to the players. Therefore, I have to limit the races if I want them to be able to sink into the culture. To me, it is identical to teaching. You can only teach so much in a given time period. Players shut off. Generally, in an adventure, a DM expresses maybe two, three, maybe four, all the way up to five indications of culture, history, lore, religion, etc. And to get the players to remember it generally means you have to repeat it over and over.
For example, if I wanted the players to really experience tabaxi culture, and I started them in a tabaxi village. Let's start with food. I have to do continuous food examples. The marketplace that has odd dried fish pellets, and strings of different kinds of birds, etc. A DM can't just do this once and expect that to sink in. No, it happens when the players buy provisions. It happens when they go to the local inn. It happens when the NPC invites them to dinner. There is only so much time a DM has to do these things.
So my apologies for not being clear if I wasn't. But I am talking about playing time, not prep time here.