Incenjucar
Legend
There is probably an interesting study or two that could be derived from the changing role of story in RPGs over the years. Media saturation and commoditification of fantasy, attention span and time changes, the changing levels of interest in history and mythology, the shift from invention to experimentation to corporate planning, changing writing traditions, cultural sharing, changing perspectives on story ownership, and hyper-exposure to what was once novel, all fascinating things to explore.
I generally feel like monsters are becoming more like game assets rather than story elements, but I think they may have started more like assets too, but with the novels and magazines and splats they all got fleshed out and by 2E story was expected.
For intelligent creatures, I do prefer a lighter hand to minimize the "these are the sentient people you can kill on sight" bit, but some elements derived from or explaining abilities helps. You also cannot subvert something that has no existing story elements.
I do however wonder what the reasons are behind these directions. How much is money and how much is sincere preference.
Long-term, I see a lack of story positioning D&D as disposable or interchangable. It doesn't have anything to say anymore, it's just a toy without even the little story cards. Certainly usable, and ubiquitus, but if it wasn't the Kleenex of the industry, would it stand out anymore?
I generally feel like monsters are becoming more like game assets rather than story elements, but I think they may have started more like assets too, but with the novels and magazines and splats they all got fleshed out and by 2E story was expected.
For intelligent creatures, I do prefer a lighter hand to minimize the "these are the sentient people you can kill on sight" bit, but some elements derived from or explaining abilities helps. You also cannot subvert something that has no existing story elements.
I do however wonder what the reasons are behind these directions. How much is money and how much is sincere preference.
Long-term, I see a lack of story positioning D&D as disposable or interchangable. It doesn't have anything to say anymore, it's just a toy without even the little story cards. Certainly usable, and ubiquitus, but if it wasn't the Kleenex of the industry, would it stand out anymore?
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