D&D 5E 5e isn't a Golden Age of D&D Lorewise, it's Silver at best.

Blue Orange

Gone to Texas
Which barely feature in Planescape, which is almost entirely confined to Sigil, AKA "The Cage". Where familiarity with Nietzsche, Kant and Sartre will stand you in better stead.
Really? I mean, you can go with the Takers (or the Bleak Cabal, per wikipedia) as Nietzschean but having read Beyond Good and Evil isn't really necessary. I don't think most people got really into the philosophy, it was just more fun window-dressing for some people than the standard LOTR/Dragonlance/Conan things people were playing at the time in Forgotten Realms or Greyhawk. If you tell me you played a Transcendent Order monk who actually practiced Zen Buddhism I'll believe you, but I think most people just enjoyed playing characters with piercings and mohawks and travelling to the Abyss to fight demons.
If a setting was "for anyone" you wouldn't need any more. The whole point of having multiple settings is to appeal to different tastes.
Forgotten Realms works as a pretty good generic setting where you can be a generic version of Gandalf, Frodo, Conan, Aragorn, Drizzt, or Raistlin; if you've seen or read Lord of the Rings or one of its many knockoffs (Shannara, Belgariad) you have a vague idea of what's there.
 

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Forgotten Realms works as a pretty good generic setting where you can be a generic version of Gandalf, Frodo, Conan, Aragorn, Drizzt, or Raistlin; if you've seen or read Lord of the Rings or one of its many knockoffs (Shannara, Belgariad) you have a vague idea of what's there.
But not everyone likes "generic". A generic setting is not "for anyone". Which is why we need settings like Ravenloft, Planescape and Spelljammer.
 


Really? I mean, you can go with the Takers (or the Bleak Cabal, per wikipedia) as Nietzschean but having read Beyond Good and Evil isn't really necessary. I don't think most people got really into the philosophy, it was just more fun window-dressing for some people than the standard LOTR/Dragonlance/Conan things people were playing at the time in Forgotten Realms or Greyhawk. If you tell me you played a Transcendent Order monk who actually practiced Zen Buddhism I'll believe you, but I think most people just enjoyed playing characters with piercings and mohawks and travelling to the Abyss to fight demons.
My experience was that most people who chose to be members of the Factions did actually role-play being members of the Factions.

Now, whether were "deep into the philosophy" is obviously questionable, but it's the same with literally any RPG where your characters are members of organisations with philosophies or goals or the like. How many Clerics and Paladins actually go into depth about their religion, in D&D? I'd say a lot fewer than people who were members of Factions did, because a lot of people want to play Clerics or Paladins for what the class can do, whereas with Factions that was rarely the case - instead people who weren't "into" the Faction stuff chose to be Indeps or Outsiders the like.

Plus it was the '90s, and most of us were teenagers or early twenties, and this sort of stuff, back then, was I'm sorry to say "cool". It was. It was happening. It was zeitgeist-y. People were into it. I suspect in this era people might easily get into it again, actually, because I think people are bored of cynicism re: ideas and philosophies.

But not everyone likes "generic". A generic setting is not "for anyone". Which is why we need settings like Ravenloft, Planescape and Spelljammer.
Precisely. I've always found the idea that generic settings appealed to everyone to be utterly bizarre, all the way back to being a kid. More specific settings appealed to a lot of groups, and it's notable that a lot of homebrew settings are anything but generic.
Forgotten Realms works as a pretty good generic setting where you can be a generic version of Gandalf, Frodo, Conan, Aragorn, Drizzt, or Raistlin; if you've seen or read Lord of the Rings or one of its many knockoffs (Shannara, Belgariad) you have a vague idea of what's there.
This is kind of a good example, because I can honestly say in 33 years of reading fantasy and playing fantasy RPGs I have never, ever, not even once wanted to make a "knock-off" version of any of the characters listed, let alone of the boring-but-nice people of Shannara, or "bag full of total wankers" of the Belgariad (seriously what a bunch of jerks! Way to make the Olympian pantheon look good!).

The Realms actually got lucky for me and provided character examples I might want to emulate just in time before I basically dumped the setting entirely - but most of those were rather peculiar Realms-specific people. I've always enjoyed playing characters from a very specific time and place, not generic or vague characters (and particularly not "me but an elf" unlike some people!).
 
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Mind of tempest

(he/him)advocate for 5e psionics
But not everyone likes "generic". A generic setting is not "for anyone". Which is why we need settings like Ravenloft, Planescape and Spelljammer.
you need a generic core so you have a wide net of customers then you make specialist stuff from there as vanilla is easy to sprinkle other flavours in.
personally, I want something new and different I got bored of generic fantasy years ago.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Wow, that was certainly a turn in the thread, to say the least. What do the ethics of capitalism have to do with "the Golden Age of Lore" again?

Yeah, yeah. I hate that Spelljammer costs so much for so few pages as much as the next guy. If I had my way, every setting book would be as long and of as high quality as the Eberron and Wildemount books. But I'm still buying the books because Spelljammer is my favorite setting.

Well, back to the "complaining about 5e's lore" topic of this thread. Maybe it's just because I've never played any previous editions, but I think the lore from 5e's recent releases is of high quality. Notably the Priests of Osybus and Nechricors from Ravenloft, the entirety of Fizban's Treasury of Dragons, the lore expansions to Tasha from TCoE and Witchlight, and the Archaics/Oracles from Strixhaven (and I say this as someone that doesn't like the Strixhaven book) as examples from recent releases.
I would add the now defunct Mordenkainen's Tome of Foes and Volo's Guide to Monsters. I know a lot of people disagree, esp. with MtoF, but I enjoyed reading the lore bits.
 

Parmandur

Book-Friend
I would add the now defunct Mordenkainen's Tome of Foes and Volo's Guide to Monsters. I know a lot of people disagree, esp. with MtoF, but I enjoyed reading the lore bits.
I love some of the suggestions in there, particularly the Dwarven genetic memory and Elven reincarnation giving a cosmic tether to their Lawful Good and Chaotic Good tendencies.
 

Levistus's_Leviathan

5e Freelancer
I would add the now defunct Mordenkainen's Tome of Foes and Volo's Guide to Monsters. I know a lot of people disagree, esp. with MtoF, but I enjoyed reading the lore bits.
Notably, the Beholders, Mind Flayers, small races, and Gith, in my opinion. I love 5e Beholder lore (I've even added upon it a bit, where there are some Beholders that purposefully spend most of their life comatose in order to manipulate reality more), Mind Flayers are my favorite monsters, Githyanki are awesome, and Mordenkainen's Tome of Foes solidified Gnomes as one of my top 3 player races.
 

teitan

Legend
I disagree. You're drawing a lot of conclusions from a very small amount of data.
Those are the exact findings of WOtC when they purchased TSR so I’m not drawing any conclusions but repeating exactly what they were saying for well over two decades now and had been said by industry experts for just as long. Boxed sets were being produced with luxury item quality at bargain prices. They were printing them and selling them at cost and losing money on them. Because one department wasn’t talking to the other department no one knew what was making money or what the break even points were and they were bleeding money and not even aware of it. That was why when WOTC bought TSR the boxed sets that were due for reprints were instead reissued as hardcovers like Domains of Dread & Council of Wyrms. That’s why the new Greyhawk boxed set instead came out as two books, The Adventure Begins and The Greyhawk Player’s Guide. The boxed sets were a bleeding wound and not profitable.

Here are some comments by Ryan Dancey on the acquisition of TSR: Ryan Dancey on the Acquisition of TSR
 

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