Dr. Awkward said:
Adherence to good ideas is a good thing in and of itself. Adherence to stupid ideas is a stupid thing in and of itself.
Agreed, but then I don't think any part of the Great Wheel cosmology is "stupid." Quirky, yes, especially in its initial concept, but it's been built up by so many great minds and fascinating creators, both "official" and fan-based, that it's extremely worthwhile.
Replace "tradition" with "continuity" and you might have an argument here.
For my purposes, they're synonyms.
Where does this statement come from? Who said any of this was for novelty's sake?
Nobody; I'm making a parallel. Or, rather, I'm reversing the argument. I'm saying novelty isn't any more an inherit "good" than tradition is. In fact, I'd argue it's less so. Nobody's put decades of effort and "sweat equity" into ideas that haven't been developed yet.
Or, it'll be totally smooth because you can just chuck the core cosmology and replace it with the Great Wheel wholesale.
That's not the issue. There's no question it doesn't have to affect
my campaign if I don't want it to.
But. It affects all future modules, web articles, and supplements. It affects what new gamers learn, and what I'm going to be able to talk to them about online. I don't think we should fool ourselves that, for those of us who frequent internet message boards, that
is an important part of the experience, regardless of what we do at our own kitchen tables. Selfishly, perhaps, I don't want to be part of an aging and diminishing group of old grognards.
A 4e Greyhawk or Planescape setting that uses the old cosmology? We won't see it. At best, we'll see some of the old planes described as "Astral dominions," with the Abyss still in the Elemental Chaos.
And, frankly, I don't
care about Necromancer's version of the old-school planes, or Green Ronin's (although I own all their existing planar books), or Mongoose's, because they won't have all the distinctive IP that made the old stuff worthwhile. A series of 17 outer planes isn't so cool in itself; it's the characters, plotlines, and sites that were developed over the decades in all three (four, really) versions of the game to date that I love.