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D&D Canon - why is it important and how does it affect your game?
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<blockquote data-quote="the Jester" data-source="post: 9185356" data-attributes="member: 1210"><p>I have a strong preference for 'canon' in the sense of the canon of my game. I don't care a whit about the canon of the D&D cosmos as a whole except insofar as it is game-relevant. </p><p></p><p>Because I have been running the same homebrewed setting for around 30 years, advancing it in time as we move along and changing from 2e to 3e to 3.5e to 4e to 5e as we do so, the canon of the game is important. It is also the history of the game, the setup of what we have now as created by what happened before. Keeping a high degree of fidelity to this canon means the world is enriched, the players feel like their previous characters' actions matter, and there are layers of history and lore to draw on when I create future adventures.</p><p></p><p>No. Absolutely not. The story is what happened in my game. I do not want any metaplot imposed on me from above. That was one of the great failings of 2e.</p><p></p><p></p><p>I mostly don't use canonical settings, but I do use a version of the canonical cosmology (Great Wheel, etc) that integrates the various changes over the years/editions, including the World Axis cosmology of 4e (different perspectives on the same thing, basically, but I tied in a bunch of the Dawn War lore and the like). Obviously that stuff is tweaked to fit my game. </p><p></p><p>The reason I like consistency over the editions is because I practice it in my game. If I have established that aarakocra are all claustrophobic as a race because of 1e lore, that lore carries over into my 5e game. Stuff in official source books that later contradicts it is discarded, modified, or put into a different perspective. (There are no aarakocra pcs because of their crippling claustrophobia.)</p><p></p><p></p><p>To me, canon is more like- gnolls were established a certain way in Basic and 1e. Their lore was expanded in 2e and 3e. Starting in 4e, it was rewritten in large part, and that rewrite contradicts things that have happened in my game. So to me, the contradiction of new canon and old canon has an easy resolution- that which has been established in the game has been established in the game.</p><p></p><p></p><p>I think you may be using 'canon' the way I use 'metaplot', in which case I apologize for misunderstanding.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9185356, member: 1210"] I have a strong preference for 'canon' in the sense of the canon of my game. I don't care a whit about the canon of the D&D cosmos as a whole except insofar as it is game-relevant. Because I have been running the same homebrewed setting for around 30 years, advancing it in time as we move along and changing from 2e to 3e to 3.5e to 4e to 5e as we do so, the canon of the game is important. It is also the history of the game, the setup of what we have now as created by what happened before. Keeping a high degree of fidelity to this canon means the world is enriched, the players feel like their previous characters' actions matter, and there are layers of history and lore to draw on when I create future adventures. No. Absolutely not. The story is what happened in my game. I do not want any metaplot imposed on me from above. That was one of the great failings of 2e. I mostly don't use canonical settings, but I do use a version of the canonical cosmology (Great Wheel, etc) that integrates the various changes over the years/editions, including the World Axis cosmology of 4e (different perspectives on the same thing, basically, but I tied in a bunch of the Dawn War lore and the like). Obviously that stuff is tweaked to fit my game. The reason I like consistency over the editions is because I practice it in my game. If I have established that aarakocra are all claustrophobic as a race because of 1e lore, that lore carries over into my 5e game. Stuff in official source books that later contradicts it is discarded, modified, or put into a different perspective. (There are no aarakocra pcs because of their crippling claustrophobia.) To me, canon is more like- gnolls were established a certain way in Basic and 1e. Their lore was expanded in 2e and 3e. Starting in 4e, it was rewritten in large part, and that rewrite contradicts things that have happened in my game. So to me, the contradiction of new canon and old canon has an easy resolution- that which has been established in the game has been established in the game. I think you may be using 'canon' the way I use 'metaplot', in which case I apologize for misunderstanding. [/QUOTE]
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