Defining its own Mythology

Brentos said:
Wow! Great response.

Thank you.

I will debate a few points, though...

Would this be the InterWeb if you didn't? :lol:

Score 1 for 4e

Contrary to popular opinion, I prefer to give credit where I see credit to be due. Returning to supporting exploration is a tremendous improvement over 3e. Points-of-Light is another very good, old school concept that I am glad to see returning. If 4e manages to speed combat and make prep easier, for example, that is a good thing. Of course, the benefits must outweight the costs for the edition itself to be a good thing, IMHO.

This mythology has radically changed and altered since the 70's...this is no different. In fact, the Gygaxian lens has lost focus the farther we go along...evolution. Also, I'm a big Planescape fan, and the changed cosmology sounds really cool!

Planescape, DarkSun, Ghostwalk....all of these things are good examples of building off the existing mythology to create a new version. However, none of these products unravelled the core rules. In 2e, no one was forced to play using Spelljammer, Planescape, or DarkSun as the baseline. In 3e, Oriental Adventures, Ravenloft, and Ghostwalk were not the baseline.

There is a difference between additive material and changing the baseline. Certainly, in some cases, additive material is so good that it becomes part of the baseline through almost a form of osmosis....no one is complaining about that. The specific complaint is that of attempting to force the fluff of a particular game world (that of the designers) into the pre-existing conceptive framework of those who have played the game through several editions.

When Gygax included names like Bigby and Mordy, he used them to name specific items and spells, adding to the mythology of the game. Of course, this was built upon his own framework, and didn't contradict pre-existent worlds. How would you have felt, for example, if every feat in 3rd ed was named after a Greyhawk character, and had a name which gave no clue as to its purpose? In many ways, the Eye and Hand of Vecna are part of a shared mythology that has instant meaning among D&D players from 1e on. "Tiefling" is not. And, honestly, not everything from the 1e books really hit the zeitgeist either. Queen E's Marvellous Nightingale? I'm sure someone used it, but it never caught on like Vecna.

Heh. Sh** the role-playing game! Defend your Sh** from invading beetles! Sounds cool! :D

Well, send me $40 each for three core books, $10 a month for my digitial initiative, and keep buying three more books each year, and I'll ship that right out to you....... :confused:

This is my biggest point to this. 600 pages! I imagine that a DM who has 100's of pages of houserules will not be happy with any addition. What kinds of house-rules are they? Fluff? Crunch? Restriction? New options? I would love to put them through the same lens as 4e is being put through to see if it is "real" D&D... (Not disparaging, just curious...600 pages! Based on reading your postings and such, I imagine it is actually quite good stuff.)

Some of this is simply putting everything into one spot (3rd party sources, or Unearthed Arcana for example). Some of this is massive reworking. Some of this is awfully similar to what WotC seems to be doing with 4e (and posted here on EN World, and/or distributed to some EN World members first!). Some of this is very different. Some of this, I think, would be very good for the core game, and some of it only works in a very specific niche campaign setting.

"Some of this, I think, would be very good for the core game, and some of it only works in a very specific niche campaign setting." is the part that, it seems to me, WotC is overlooking in their own work.

Also, keep in mind that I've done racial levels for all races...including human subraces....in my world. I included options like "humanoid animal" and "talking animal" to the PC roster. I made elves and gnomes fey. I made dwarves (small) giants, and included giants in the PC roster (Arcana Evolved, thank you). If my world was, say, Conan's Hyboria, it would have taken far, far less work!

I am certainly not against additions....how many times must I say that before it sinks in?....incorporating additions is one of the real joys of D&D. New monsters, new foes, new peoples, new places, new spells, new feats, new magic items........putting all the feats in one place is part of how my house rules grew so large!

But "additions" =/= "replacements".

Diversity is good. Additions are good.

More materials = more diversity is good.

More materials = less diversity is bad.

More materials = more diversity from core experience is good.

More materials = required for core experience is bad.

RC
 

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Lurks-no-More said:
But if you use your own settings, mythology, and other fluff anyway, why should you begrudge an implied setting for the beginning (or busy) DMs and players to grasp and build upon? Sure, it's something you will find no use for... but others certainly will.

I don't, except when they make the implied setting so integral that I have to work to remove it, rather than just ignoring it as I could in 3.5e.
 

Lurks-no-More said:
But if you use your own settings, mythology, and other fluff anyway, why should you begrudge an implied setting for the beginning (or busy) DMs and players to grasp and build upon? Sure, it's something you will find no use for... but others certainly will.

I'm objecting to the slash and burn method of revision, particularly with regard to races and classes which are key to starting a party. You're right. I need no implied setting but it's a lot of work to remove it, believe me. Besides, there are also plenty of commercially available settings without implying one in the rules anyway and most here don't seem to object to parting with large sums of cash for a new edition so probably wouldn't object that much to picking up a game world.
 

Simon Marks said:
RC, may I take this line as the core of your complaint about the proposed D&D 4e?

Because I can simply reverse the line to;

"D&D at it's worst is a toolbox of archetypes and options"

Well, obviously. Otherwise we'd all be agreeing, happy little campers in InterWebLand. :lol:

And there is nothing wrong with that disagreement, either. In the end, I suspect that WotC will know exactly how successful 4e is, and that concrete information (in terms of sales) will render moot your or my opinion from their perspective.

That said, I fully understand why some people are jazzed about the new edition. And, if you are one of them, that's a good thing for you. But please do not tell me that my concerns are any less valid than your jazzedness, thank you kindly. :D

RC
 

Raven Crowking said:
But please do not tell me that my concerns are any less valid than your jazzedness, thank you kindly.

I do hope that I have never said that your concerns weren't valid.

These posts have been made on the 'reasonable and polite' party.
 

Simon Marks said:
I do hope that I have never said that your concerns weren't valid.

These posts have been made on the 'reasonable and polite' party.

General statement, not meant to imply anything about you.

"Reasonable and polite" is a good description for your posts, Sir. :D
 

Raven Crowking said:
OK, then.

There are several avenues where I have problems with the 4e releases thus far, but only two are relevant here. I will describe them under the headers "Basic Experience" and "Diversity of Experience". Although they are linked, I feel that doing so will make my position clearer. Please note also that this is a first real attempt to do this, so there will be a lot of rough edges.
First of all, thank you for taking the time to write such an extensive answer! Reading it through, I agree with you on many points.

If you don't mind, I'll respond, below, only to those parts where I disagree with you.

Here's an easy example: Alignment. One of the primary tenets of fantasy, going back before the term "fantasy" was used, is that moral choices have consequence in the real world. This is as true for The Golden Compass as it is for The Lord of the Rings as it is for King Arthur, as it is for Beowulf, as it is for Gilgamesh. Alignment in D&D has always been used as a tool to bring this into the game.

There has also been a nice side benefit to this method of growing the core identity: As players/DMs read more, they encountered echoes of the game they were playing. One could pick up almost any fantasy novel (and still can to this day, including modern fantasy) and discover things that D&D reflects, or that reflect D&D. In this way, the simple act of reading or seeing a movie recharges creative batteries and increases both the range and the depth of what might occur in the game.

This is not just a "good" basis for the game, it is a bloody brilliant one, and one whose like has never been matched.
I do like alignment, for the most part, but I must point out that it is one of the most contentious, disliked and frequently excised or house-ruled parts of (A)D&D. Much of that dislike probably dates from the earlier editions, where alignment sometimes was used as the straitjacket its opponents claim it is. (IIRC, 2e had the character stop gaining experience or even losing it if they changed their alignment!)

That said, I think, based on the designer comments, that 4e will still have alignment, but not all creatures will be aligned. It seems to me that they're reserving aligned status to beings who, under the current 3.5 rules would have auras stronger than faint: undead, fiends, celestials, clerics, and high-level characters who've taken an active role in the world, either for good or evil.

If this turns out to be the way they handle alignment in 4e, I'll be satisfied.

If, on the other hand, "an assemblage of characters go to mysterious places, encounter mysterious creatures, and seek treasure", is all there is to D&D's core identity, then "an assemblage of scarab beetles go to mysterious dungheaps, encounter mysterious bugs, and seek dung" would be as appealing as any other set-up.
That sounds like it would be appealing to dung beetles. :)

Anyway, I think I think you're exaggerating a bit here. I think that character classes, levels, abstracted HP, six ability scores and such are more important parts of D&D's core identity than alignment, and WotC is retaining all those concepts.

However, I don't think that a DM should have to write that much simply to create diversity from the core. Which means that the names, concepts, and fluff text in the core should be as generic as possible, with expansions that broaden the horizon as much as possible. This is the 2e, and later the 3e, model.

And it is a good model.

It allows for an immersion in that brilliant core experience of the game without modification, and equally allows for modification to take the game away from that core experience into newer, less charted (or even uncharted) territories.
I agree with you. The thing is, I don't think the implied setting we're seen is going to cause any problems. The information about races sounds very similar to what we've seen in earlier editions; tieflings and dragonborn are new to PHB, but IMO they broaden the possibilities for campaigns with tone differing from Tolkien, medieval romances etc.


Now, this was all ultra-light-touch branding, but it was much more pervasive than one might think at first brush. Where 1e had said, "here's a griffon," 2e said "here's a griffon, and here's what it eats, and here's how it acts." Similarly, 2e was not concerned with merely giving you elves, it was concerned with the particulars of elven society in a way that, in the end, made D&D less diverse the more materials you used.

More materials = more diversity is good.

More materials = less diversity is bad.
I can see your point about the implied setting becoming more extensive and pervasive, but I have to disagree about it limiting your options or reducing diversity. In my gaming experience, what the Monstrous Manual or the PHB said about elven culture, or the feeding and care of griffons, never came in the way of either the players or the DM. When problems arose, they were because the DM and the players had differing ideas about elves or whatnot, but not because one or another of them diverged from the books.

I've run Keep on the Borderlands using BD&D, 1e, 2e, and 3e. Doing so, in each case, required only minimal modification. I suspect that I will not be able to run Keep on the Borderlands without heavy modification in 4e. In fact, I suspect that Keep on the Shadowfell is supposed to be 4e's Keep on the Borderlands. I begin to suspect that the delay in getting an SRD to third-party developers is to ensure that KotS becomes a shared experience. After all, you'll have nothing else to try.
I don't see anything bad about there being a 4e shared experience, or that it is not the same shared experience as in the earlier editions. As for being able (or not) to run KotB in 4e, I think we do not have enough information about the new rules to come to definite conclusions yet.

Now, I've never played KotB (not a part of my shared experiences, unlike, say, The Isle of Dread), but from what I've seen online, it is a fairly basic adventure scenario with the keep, and nearby caves, with some monsters in them, and the "meat" of the thing comes from the DM building upon this basic structure as the PCs explore the place. For low-level 4e characters, what sort of extensive modification do you think would be necessary?

I once participated in a thread about the rust monster, and the Mearls redesign of the same. In my view, coming from earlier versions of the game, the rust monster is a wonderfully adaptable creature that can be used in the game in several ways: used to detect seams of metal by the miner's guild, used to indicate old dwarf works (where it still seeks out mined and unmined ore), and explanation for why dwarfholds use stone doors with recessed hinges, even an intelligent genius of its kind that can be bargained with. Contrasting to this was the view that the rust monster could only be used as a "gotcha" monster that should really be statted as a hazard.
To be honest, rust monster seems to be designed as a "gotcha" monster, much like the gelatinous cube. The adaptability and multiple uses you indicate are not something inherent in the critter itself.

"Branding" is all about restricting options to a common denominator. As I said earlier, this is generally a bad thing for D&D. Fluff names like "Golden Wyvern Style" require more work to remove from the game than it seems on the surface, as Dr. Awkward pointed out so well. Indeed, it might be easier to stat up gnome PCs for yourself than to extract the common denominator fluff being built into the game's terminology.
Again, in my (admittedly anecdotal) experience, we've changed the fluff - names and implied setting connections - of prestige classes, spells and magic items without much difficulty. I don't think it is going to be as big an issue as you believe.

Say what you like, but the concept of "lizard guys" as a protagonist species is far, far less common as elves or dwarves in the same role. Offspring of devils/demons? Sure, that's fairly common (Merlin was one, according to some sources), but that could have been covered by a feat or a background "racial talent tree" available to any race. And "tiefling" is a (IMHO) stupid name that doesn't have the same instinctive meaning as even "tainted" would have (i.e., Merlin, tainted human wizard 16).
Well, by now the name "tiefling" has been around for thirteen years (Planescape was released in 1994); I'd think it has become very much a part of the D&D shared experience.

As for the rarity of lizard people as protagonists, you have a point. But then again, in the sword & sorcery fiction where the reptilian peoples are fairly common, wizards are rarely the protagonists, either. (Besides of which, there is something very appealing with lizardfolk; a lot of people have mentioned having a soft spot for them.)

Ditching the Great Wheel? Meh. The Great Wheel only existed as an example of how to create your own cosmology, anyway. Trying to force your cosmology down my throat by tying the "new core" PC races into it? No bloody thank you.
I don't quite see how the presence of tieflings forces the new example cosmology down your throat. As you said, humans with demonic or devilish taint are a common theme in both myth and in fiction!

So to answer your question, the thing that is being removed by 4e that was supported by all the other editions, to varying degrees, and with varying degrees of emphasis, is the core identity of D&D itself: the trappings of the world, society, races, magic, gods and monsters shameless ripped off from other fantasy sources and filtered through the Gygaxian lens.

Add to it by all means. Take it away, though, and you deliver a weak sauce indeed. (Thanks, KM, for that phrase.)
Again, I agree. But I don't see them taking away all that much. Gnomes and (I believe) half-orcs will get treatment in the MM, but neither of them were very popular (vocal gnome fans on these boards notwithstanding ;) ) races, I think. (Half-orcs were missing entirely from the 2e, and neither existed in the D&D boxed sets as PC races.)

With classes, you have a better point, since apparently monk, bard and druid will appear in later books. However, monks and bards are probably the two least used and most disliked classes in the PHB.

Druids are much more popular, and I understand people wishing to see them in the first book. However, classically druids have been basically a cleric variant, and as such it makes IMO sense for WotC to put, say, warlords in their place in the PHB.

In the end, I think we agree in many ways about what D&D is, and should be, but disagree in how much and in which ways WotC's stated design changes will affect this. This is, for the most part, obviously up to personal preference, and neither of us can be said to be "right" or "wrong" about these issues.

Again, thanks for taking the time to make your case! Now, we'll have to wait for the 4e (or at least more preview stuff) to see what the final game will look like, and how it will feel; who knows, maybe you'll end up loving 4e, while I will drop it! :)
 

AWizardInDallas said:
I'm objecting to the slash and burn method of revision, particularly with regard to races and classes which are key to starting a party.
Gnomes, druids and bards aren't key to anything. If they were how could people have managed to play 1974 OD&D?

Part of this is an essential feature of new editions. 3.0 reduced options compared to the many Complete X and Players Options books available at the tail end of 2e. Eventually you'll have your complete gnome writeup in 4e PHB2 or whatever and the game will once more be playable for you.
 

Lurks-no-More said:
First of all, thank you for taking the time to write such an extensive answer!

You're welcome. No time for an essay right now, though, so my responses will be (relatively) brief.

I do like alignment, for the most part, but I must point out that it is one of the most contentious, disliked and frequently excised or house-ruled parts of (A)D&D. Much of that dislike probably dates from the earlier editions, where alignment sometimes was used as the straitjacket its opponents claim it is. (IIRC, 2e had the character stop gaining experience or even losing it if they changed their alignment!)

Anyone interested in Alignment as a topic would be well advised to check out Dragon Roots #0 (http://www.dragonroots.net/). I understand they have a very comprehensive look at alignment planned for their first (#0) issue. ;)

Anyway, I think I think you're exaggerating a bit here. I think that character classes, levels, abstracted HP, six ability scores and such are more important parts of D&D's core identity than alignment, and WotC is retaining all those concepts.

I'm not sure about class. From what glimpses I am getting, there is one progression, and "classes" are effectively talent trees. Of course, with any luck I am wrong.

tieflings and dragonborn are new to PHB, but IMO they broaden the possibilities for campaigns with tone differing from Tolkien, medieval romances etc.

I can see your point about the implied setting becoming more extensive and pervasive, but I have to disagree about it limiting your options or reducing diversity.

Again, were it simply tieflings or dragonborn (or both), I would shrug and say "meh". It is, instead, the cumulative effect of multiple things, including the wacky new naming conventions that will have to be excised in order to run almost any non-standard campaign.

Or, in other words, I'd have to copy the SRD, Search & Replace names, print copies for all my players, and call it the new rules.....before I did Houserule 1 I'd have a 600-page document.

When problems arose, they were because the DM and the players had differing ideas about elves or whatnot, but not because one or another of them diverged from the books.

Both players and DM didn't diverge from the books, but had differing ideas about elves and whatnot from what appeared in the books?

I don't see anything bad about there being a 4e shared experience, or that it is not the same shared experience as in the earlier editions.

I've got no problem with shared experiences, either, but I do have a problem with "We've got enough done to make KotS, but we can't get that to third party publishers....because....ah....not enough done yet?" If you aren't going to release the info because you want KotS to be a shared experience, man up and say so.

Way too much of what I'm hearing from WotC these days re: 4e sounds to me like "Our audience is stupid; they'll accept whatever we tell 'em to accept. Look! Shiny! New! Cool!"

(Of course, this is a seperate topic from D&D eliminating past mythology.)

Now, I've never played KotB (not a part of my shared experiences, unlike, say, The Isle of Dread), but from what I've seen online, it is a fairly basic adventure scenario with the keep, and nearby caves, with some monsters in them, and the "meat" of the thing comes from the DM building upon this basic structure as the PCs explore the place. For low-level 4e characters, what sort of extensive modification do you think would be necessary?

The combat assumptions seem to be drastically changed, for starters. KotB works (in part) because of the attrition model; I'm all for changes in this regard that are well thought-out, but I haven't seen any evidence yet that these changes are well thought-out.

(Again, another topic.)

Will any of the creatures in KotB be in "New Coke" D&D? Will I have to wait until MMIII to get the owlbear, or are their only barnhoot owlbears and greenswallow owlbears now? Or will this require purchasing the digital initiative?

To be honest, rust monster seems to be designed as a "gotcha" monster, much like the gelatinous cube. The adaptability and multiple uses you indicate are not something inherent in the critter itself.

Yet both have been highly adaptable and used in different ways since the game began. How can "a creature that smells metal and eats rust" not inherently be "an organic metal detector"? Especially if it is the 1e model (harmless if you have no metal on you)? I am surprised that more PCs didn't harness them and use them to sniff out gold & hidden treasures than has actually occurred.

Again, in my (admittedly anecdotal) experience, we've changed the fluff - names and implied setting connections - of prestige classes, spells and magic items without much difficulty. I don't think it is going to be as big an issue as you believe.

Class names are easier to change and deal with than feat names, IMHO. Hence, you don't hear me complaining about "warlord".

As for the rarity of lizard people as protagonists, you have a point. But then again, in the sword & sorcery fiction where the reptilian peoples are fairly common, wizards are rarely the protagonists, either. (Besides of which, there is something very appealing with lizardfolk; a lot of people have mentioned having a soft spot for them.)

Ah, but there is fantasy fiction with spellcasting protagonists....quite a lot of it. Lizardmen still not so much.

In the end, I think we agree in many ways about what D&D is, and should be, but disagree in how much and in which ways WotC's stated design changes will affect this. This is, for the most part, obviously up to personal preference, and neither of us can be said to be "right" or "wrong" about these issues.

Agreed.

Again, thanks for taking the time to make your case! Now, we'll have to wait for the 4e (or at least more preview stuff) to see what the final game will look like, and how it will feel; who knows, maybe you'll end up loving 4e, while I will drop it! :)

You're welcome & I hope I do end up loving it.

RC
 

Raven Crowking said:
Planescape, DarkSun, Ghostwalk....all of these things are good examples of building off the existing mythology to create a new version. However, none of these products unravelled the core rules. In 2e, no one was forced to play using Spelljammer, Planescape, or DarkSun as the baseline. In 3e, Oriental Adventures, Ravenloft, and Ghostwalk were not the baseline.

There is a difference between additive material and changing the baseline. Certainly, in some cases, additive material is so good that it becomes part of the baseline through almost a form of osmosis....no one is complaining about that. The specific complaint is that of attempting to force the fluff of a particular game world (that of the designers) into the pre-existing conceptive framework of those who have played the game through several editions.

When Gygax included names like Bigby and Mordy, he used them to name specific items and spells, adding to the mythology of the game. Of course, this was built upon his own framework, and didn't contradict pre-existent worlds. How would you have felt, for example, if every feat in 3rd ed was named after a Greyhawk character, and had a name which gave no clue as to its purpose? In many ways, the Eye and Hand of Vecna are part of a shared mythology that has instant meaning among D&D players from 1e on. "Tiefling" is not. And, honestly, not everything from the 1e books really hit the zeitgeist either. Queen E's Marvellous Nightingale? I'm sure someone used it, but it never caught on like Vecna.

Very well put... to which I respond: some of us want the baseline changed because we don't want Greyhawk. It bores me to tears, personally, so I was definitely unhappy to see it presented as the baseline in 3e (because it certainly wasn't the baseline in 2e's core books). Things that would make me happy might make you unhappy, so it's a no-win situation since you can't please everyone.
 

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