Scott Christian
Hero
Mechanics are crunch. They are embedded in the fluff.Lore is fluff. Mechanics are crunch.
They are like crunchy almonds in a fluffy cake.

Mechanics are crunch. They are embedded in the fluff.Lore is fluff. Mechanics are crunch.
Lore for specific settings, especially settings that have fantasy novels, makes sense to me. It's the implicit-setting lore, like the kind you find in the monster manual, that I find a bit strange because it's world-building minus the world. I don't mean that it is strange in a bad way, just that because it is quasi-setting neutral I don't feel obliged in any way to adhere to it. Also, what I mean is that the lore itself is weird because it's a mash-up of so many different things.I am surprised to see this here. Of all the fantasy books, setting books, adventures, etc. published by WoTC, we should agree that there are thousands of pages of lore. And of that lore, probably about 90% of it has been consistent over the past 20 years.
Sure. But almonds also taste good in many different flavors of cake. It's very difficult to go wrong on the combination.Mechanics are crunch. They are embedded in the fluff.
They are like crunchy almonds in a fluffy cake.![]()
Except that's not even true in all official D&D settings. There may be NO divinities in Eberron, and the equivalent in Dark Sun is very different. What is true about clerics is that they gain their powers from belief, and I don't think that is detailed enough to be called "lore".Sorry. I didn't mean to have that come off as a harsh tone. You were clear. I just don't understand how lore and rulesets aren't graphed together. For some, it sounds like they aren't. Which seems somewhat of a foreign concept to me.
Here is one simple example: A cleric uses divine powers. Divine powers generally come from a deity. Remove all deities. Make the world agnostic. Where do those spells come from? I mean, sure you could make something up. It would take less than a minute. But then you have spell names to consider: augury, guardian of faith, prayer of healing, and scrying all come to mind. Again, sure, some don't care that a spell name is attached to lore. Then spell descriptions come into play. And holy symbols. On and on.
The point is, divinity is part of the ruleset. Same is true for much of the lore.
Then why have consistent lore at all?Exactly! The consistency of the lore isn't supposed to be important! The books are there to provide you tools and inspiration for YOUR next game. There are plenty of properties out there that exist to feed those for hunger for depth of setting lore, D&D does not need to be (and should not be) one of them. D&D is supposed to be about providing tropes to serve as building blocks for your own game, not to provide a long-term running narrative through decades and multiple editions of sourcebooks.
Why stop at Pathfinder 1e. If it counts, then Pathfinder 2e should count as wellI think every game that's been published under the name "D&D" is D&D. I also think Pathfinder 1E is D&D, for all intents and purposes. The lineage is more important, to my mind, than the specific tropes or ruleset.
I disagreeD&D lore doesn't matter. You can ignore however much of it you like, and make up your own thing. I do it all the time. It's quite fun and lets me use my creativity a lot more than just reading through dozens of Wiki pages. I like lore when it's for inspiring my campaigns and worlds. I don't like lore as much when it's "you must know this much lore to play", especially with settings that have way more than their fair share of lore. Mordenkainen's lore doesn't matter if you don't use it. It only matters if you use it.
If you like it, that's perfectly fine. However, it's not okay to say "You're no longer playing D&D if you change the lore", because that's gatekeeping and it's BS.
There's some wiggle room and every campaign is of course differentSo--genuine question because I'm confused--in your opinion are homebrew settings not really "dnd"? Like, if someone were to make a homebrew setting and decide that Githzerai actually reside in the astral plane rather than in limbo, do those sort of changes make it feel less like "real dnd" for you?
Implied setting dnd lore is a quite weird phenomenon, because it's not really tied to any specific set of stories but has just been told through various rulebooks and modules. It's a pastiche of different fantasy subgenres and various real-world folklores and mythologies. Changing stuff never seems like a big deal, imo.
Which is within your rights, just as it's within mine to disagree and explain why.I disagree
That's the "brand" of D&D, not the game. There's a difference between liking the shoes that Nike makes and liking Nike the brand. The same applies to D&D. The game doesn't depend on the lore as much as the brand does.DnD is more than just a set of rules published by a company. Just like the Marvel Universe is not just "comics published by Marvel"
The legacy stories are as much DnD as the rules. A novel or a game tale about surving the TOMB OF HORRORS is as much DnD as a rulebook
Marvel Comics tries to keep things broadly consistent with past events, and when changes do become necessary, they favor retcons and reinterpretations and additions to past lore, over simply rebooting from scratch. Even their most reboot-y event, 2015's Secret Wars, didn't delete any substantive portions of the past. And Marvel Comics seems to do fine. (They certainly seem to be doing better than DC Comics, which reboots so often now that repetitive reboots have become part of their lore...)It's that I feel trying to build decades-long consistent lore is actively detrimental to the development of new, exciting stories. I don't see a win-win position here that can be staked out by the IP developer.