You think D&D's current lore satisfies everyone?
No. I was mistaken. The D&D lore certainly doesn't satisfy everyone. However, fans can publish their own campaign settings under OGL. They can build curated communities that way. Other games generally don't allow that and they usually fall prey to this dogmatism that alienates me.
And I notice you talk a lot about players and PCs. How do you feel about GMs? Do their interests and preferences matter in your estimation? I've run many games in settings where the lore matters quite a bit to me, almost certainly more than it mattered to the players. Should I leave the hobby and write comic books too?
If you enjoy lore, then more power to you. I, the other hand, hate lore because I was mercilessly cyberbullied by lore-obsessed crybullies. I have trauma that stubbornly refuses to go away. I apologize if my angry ranting offends you, it is not my intent to induce such an impression. Sorry about that.
I myself have decided to leave the hobby, for the most part, in favor of writing fiction because I'm just disappointed with ttrpg output nowadays. The only person who understands my taste is me and I cannot rely on others. Other people will only ever disappoint me.
While the nWoD, which you do like, was significantly less popular. This isn't a contest, but it indicates that your tastes are FAR from universal.
What are you talking about? It was
a top 5 best seller in the ICv2 for five years straight before CCP arbitrarily killed it. It was the bestselling game after D&D and Pathfinder. It was as universally popular as a non-D&D game could get. It probably could've done even better if CCP didn't buy and dissolve White Wolf.
For clarification, I
liked nWoD, past tense. I don't really like it anymore because my tastes have changed over time. Among other things, I think the morality meters are flaming garbage and I think the stilted word salad jargon is pretentious nonsense. That's what led to me liking
WitchCraft instead.
Also, taste?
Twilight was more popular than oWoD ever was. Is it more universal in taste? No, that's a ridiculous argument to make. Truth is, most customers seem to be conformists who just attach themselves to whatever is available. I think oWoD's "universality" is skewed by it having a monopoly over a niche market. I don't think it's universal at all, in fact I think it is hugely arbitrary, idiosyncratic, stuck in the 90s, and full of no shortage of things I consider just plain stupid and aggravating, but since it's the only game in its market then it wins by default. Now that Paradox has written off $37 mil and
Bloodlines clones are popping out of the woodwork, I think that's gonna change. Does that mean a more popular competitor will be more universal in taste? No, I think that's ridiculous. Taste is arbitrary, transient, and curated by trend setters.
In any case, I
do think nWoD
is genuinely more universal in taste than oWoD is. Insofar as universal taste can even be said to exist, since art is subjective and all. My evidence for this comes from the
Bloodlines clones. You know what they keep doing? They keep replicating innovations from
Vampire: The Requiem, like ditching generation in favor of age and experience or having multiple ideologically driven factions (not bloodlines) that coexist. I would go further and state that
C.J. Carella's WitchCraft is more universal in taste than nWoD is and subsequent generations of games (including nWoD itself) are ultimately copying
its innovations. In other words, I think
WitchCraft is basically the urban fantasy game equivalent of that joke about unrelated crustaceans independently evolving crab-like body plans multiple times. Urban fantasy games keep evolving into
WitchCraft clones, or at least try to. I don't think they get remotely close enough to satisfy my desire for a new
WitchCraft.
Embrace change. The more positive you embrace it, the easier it is to get your ideas incorporated.
Tom and Mica beat me to the punch. My opinion is the same as what they said.
The main thing i see is that my dislike never changed what the publisher / director / owner did. So ... the more I ranted about my hates, the less I was able to engage in the community at all. If there is a new edition I like very little lore changes to... i might engage less. but i am not sure I would just be on permanent rant mode - as this point I don't see the value. what do i get from being vocal about lore I hate?
Yes, exactly. I agree on this. I hate complaining. It makes me feel bad and doesn't accomplish anything.
But what am I supposed to do? I can't conform. I'm not a conformist and trying to force myself to like stuff I hate just makes me more unhappy.
If I cry out into the dark, then there's a non-zero change I might find somebody else who feels the same way and has a solution.
I wish publishers would just give up their darn copyrights. Put these IPs into public domain and let the fans do as they please. It works for the OSR and Cthulhu mythos, doesn't it? Just give up on the idea of canon. Canon is cancer that only foments toxicity and flame wars. Let the fans self-segregate into their own walled gardens, with their own canons.
Like, the only reason I even care about
Nephilim canon so strongly is because, unlike the WoDs, it never got enough attention and detail for me to lose interest and realize all the limitations. The first edition had only a few books, so the setting is so poorly detailed that it still feels huge and mysterious and just waiting to be explored by PCs. It never lasted long enough to get written into annoying corners like other long running game settings that are crushed under the weight of their own lore (like, well, the French version. It has so much lore that it literally cannot fit it into its own books). The first edition of
Nephilim setting is a brainstorm more than it is a functional setting. The books are full of details asking to be explained but never did. Very few rules are established about the setting's internal logic, and there's plenty of exceptions thrown in for variety. The
Major Arcana supplement is full of 60 different plot hooks, many of which introduce new magical phenomena never seen previously. The writers made stuff up on the spot because it sounded cool. The various past lives are relegated to two page spreads and essentially isolated from each other, when many of them could feasibly fuel their own campaign supplements and you could easily have intrigues spanning multiple periods. Very little is explained or consistent. It is, well,
weak lore. It is a mess. I don't think it really needs many changes to what little lore it has that
is explained and
is consistent. I think trying to shoehorn it into a
WitchCraft clone like the leaks suggest strips away what little identity it has, while still not being enough like
WitchCraft to satisfy my itch for
WitchCraft.
If game designers want to make generic urban fantasy games and don't want any more specific identity than that, then my advice to them would be to get the rights to
WitchCraft and revive it instead of making their own game. It is
the generic urban fantasy setting. It is broad, flexible, unexplored...
it should be the first priority for the urban fantasy tabletop market, not WoD.
I think the original creative vision, such as it was, should be explored and exhausted first before we start doing more reboots with completely new creative teams. Maybe that's too much to ask after 30 years, but I'm not the one who canceled it and let it rot for 30 years before arbitrarily deciding to dig up that grave. Furthermore, what about the third edition? What changes will that make? Why bother caring about the second edition if the third edition will just invalidate the whole thing? What about fourth edition?
Maybe, I don't know, stop making franchises? These brand names are not coherent games. Each edition is basically a different game because it was made by a different creative team. I think these creators do themselves and customers a disservice by trying to pretend to have continuity with previous editions. Ditch franchises, ditch continuities. Make new games, from scratch, according to your own creative vision, unclouded by studio mandates.
That's precisely the reason I have more interest in the
Bloodlines clones than any tabletop game being published. Those creators are making new things according to their creative vision without pretending continuity to anybody else's work. Are they sometimes derivative? Yeah, but nobody creates in a vacuum.
Gosh, I have spent several hours on this post and my neck aches like hell. Excuse me if anything I wrote doesn't make sense. I started rambling after a while.