Alzrius
The EN World kitten
Am I just a different age than I was 15 years ago?
There's no way to know.
Am I just a different age than I was 15 years ago?
I though I explained that in some detail - it presents a world in conflict in which nearly all story elements are implicated, but the resolution to which is not yet settled - but the resolution of which will emerge through play. It's pretty much the opposite of the "metaplot" style that I associate with Planescape. The players don't discover the pre-established secrets; they (via their PCs) author the resolution to the cosmological fate of the world.
I get what you are saying Siberys, but I can't believe that Hussar has such a problem with lore in the corebooks but never complained about it in 4e. I mean people complain about the problems they have with an edition all the time without a new one being on the horizon, and the fact that he chose to focus on Planescape lore originally as opposed to using 4e as an example of what he doesn't want in core just makes his proclamations of not wanting lore in core (as opposed to just not liking Planescape lore) ring pretty hollow in my ears.
Wait, what?
I believe you have completely misunderstood my point.
I am not against lore in the game. Not in the slightest. I am against keeping lore simply because it happens to be what was written before. I'm against lore for lore's sake. I do not want a dry, boring SRD style Monster manual with all the flavour stripped out.
I thought I'd made that pretty clear all the way along, but, apparently not.
It's not about lore in core books. I don't mind lore in core books at all to be honest.
What bothers me is that any proposed change to the lore of Planescape is immediately rejected, not on the merits of the idea, but solely on whether or not it's Planescape compatible.
If people were trying to shoot down any proposed change because it happened to contradict 4e canon, I'd react the exact same way. But, no one ever does. Or, at least, I haven't seen it if it does happen. But, every single time Planescape is discussed, continuity seems to be the primary concern.
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See, the reason I actually liked a lot of the 4e lore is because they deliberately rejected elements that I didn't like. It fit much better with stuff that I did like, so, yeah, I liked it. They took a ridiculous trap monster like a Dryad and made it into something I would actually use in the game.
Now, did that make everyone happy? No, of course not. But, I will say that IMO, the 4e dryad is a much better designed creature than a 3e one. If 5e goes back to the trap monster Dryad, I will be kinda disappointed. Not terribly, since it just goes back on the shelf as one of those monsters that I will never use, but, yeah, I would be disappointed. I was rather happy that the 5e rust monster kept many elements of the 4e rust monster, though beefed up a bit with permanent effects. Good compromise.
But, back when these creatures were being discussed, in the run up to 4e, there were many comments that the monsters are so iconic that they can never be changed. Changing them changes the lore and thus invalidates people's campaigns. I don't care to be honest. I see clinging to the past simply because it happened to be done a certain way in the past as being incredibly lazy in design. It means that whatever they did before was perfect and cannot be improved upon.
And I never believe that.
It did, but only in connection to the alignment system and he only talked about the alignment system part. As far as I can find.Did it every come up in any of the ask Gary threads?
I don't have the 3.0 books (except where they were not reprinted in 3.5 .. so I do have manual of the planes) but I'm going to hope and assume they are similar to 3.5 ones that I do own.They existed "altered but unbroken" in Planescape material. And in the 3E MotP. Not in the core - as in, there was nothing in (say) the 3EMM that suggested that a devil and an angel might have a drink together in a bar in Sigil.
A whole page? Why didn't you say so?[/sarcasm] 3e's MotP has a full chapter on it. And as I already pointed out "It's not as if 3e can't be pretty easily [changed]" applies too.I don't see why the WotC authors should regard themselves as never bound to writen anything planar that does not adhere to Planescape. (And it's not as if 4e can't be pretty easily retrofitted. The 4e MotP even has a whole page devoted to telling you how to do it.)
First, this isn't a continuity scale the way you think it is. A scale doesn't go from minimalist-to-good/ness.My point is that (i) it didn't aim for minimalism (which is the other main alternative) and (ii) it didn't make many concessions to tradition (ie it prioritised "goodness" over continuity).
And 4e makes me rewrite how I use nearly ALL creatures; especially extraplanars but not limited to them (looking at you core races). It also makes me reintroduce the planes that I like in the structure I like. Again, we are talking to the same thing from different sides and so far you haven't shown me why yours is special.Well, Planescape does all that for me. It makes me rewrite how I use demons, daemons and devils. It makes me rewrite how I use the Happy Hunting Grounds, and slaads, and Nirvana.
The reasons planescape is special have to do with a few factors. Not least of which is how old and continuous it is. 4e has no such claim. Next is how much remains constant. Again no such claim for 4e. I have only ever briefly used Sigil and the actual planescape game material myself but that isn't the conversation here. It isn't just planescape vs. non-planescape. It is great wheel vs. world axis.Which is my point. Unless you go for minimalism, someone's game is going to conflict with the lore. Planescape has no special status in this regard.
So does planescape. Specifically that is planescapes thing, about how belief shapes the plane and how things are not set in stone. Is it easy? No, but it is possible. Now compare that at a base level to the elemental chaos vs. celestial spheres (or whatever those are each called). In that you are never going to change the elemental chaos. You might be able to carve out your own sphere but that's about it, the gods can't really change things so you are unlikely.I though I explained that in some detail - it presents a world in conflict in which nearly all story elements are implicated, but the resolution to which is not yet settled - but the resolution of which will emerge through play. It's pretty much the opposite of the "metaplot" style that I associate with Planescape. The players don't discover the pre-established secrets; they (via their PCs) author the resolution to the cosmological fate of the world.
There's no double standard. What you've described isn't a game. Nor a plot. It's a thematically-laden starting point. 4e gives you that starting presmise, and then sets things up so that play will resolve the premise. (I take it for granted that it's not as tight as Dogs in the Vineyard, or Sorcerer; I think it probably is pretty close to the tightness of HeroWars/Quest played in Glorantha, though.)
And my point, which you seemingly ignored, is that 4e has it's own fiction and outside of being 4e's I see nothing redeeming about it but you somehow do. If I don't like marvel comics then I shouldn't be playing Marvel Heroic Roleplaying. That's fair. But if I do like Marvel and did play that game/system.. then why am I wrong when someone else comes in and tells me that the Marvel universe is wrong and we should all now use DC because its "Better"? Now, replace (my version) of marvel with planescape and DC with world axis, in case that was not clear. Planescape has priority by virtue of being here first, if nothing else. (Though there is certainly "else" as well. You just seem unfazed by those concerns.)If you don't like the tropes, or the thematic premises, then you won't like the game, sure. Likewise if you don't like Marvel Comics you probably won't like Marvel Heroic Roleplaying. But that's pretty orthogonal to the points I was making, which were about what happens in actual play - do you explore someone else's fiction, or make your own? 4e is set up for the group, via play, to make their own fiction.
I was worried that this line may have been unclear. I'm going to requote that entire passage so I can clarify.Which ones? Bane, who led the gods to victory in the Dawn War? Torog, whose imprisonment and torture of primordials is crucial to the endurance of the gods' victory? Lolth, whose webs held the universe together after Tharizdun's attempt to destroy it? Gruumsh, who (a bit like the Hulk) is an engine of destruction whom the gods need on their side?Tovec said:over the top evil gods
The "gods" you quoted (the last one of the bolded part) referred to the primordials. They were over the top evil. They were the titans. Super-involved "real gods" vs. over the top evil .. primordials (old gods?).Tovec said:All editions tried. Some thought the best idea was minimal involvement. Others (looking at 4e) tied it into everything. 4e just decided the great wheel was too silly and threw away a metric tonne of lore that had been represented for decades and decided a undescriptive but oddly super-involved cosmology of bland gods vs. over the top evil gods was a better fit. I agree with others.. that's disney-esque. It represents everything wrong when people say L = G and C = E, taken to extremes and then said to be better.
It was pointing out how one group is super involved but surprisingly flavourless. Or as others have cioned but I actually like.. disneyesque. The important part missed, which I'll say again: It represents everything wrong when people say L = G and C = E, taken to extremes and then said to be better.I guess I'm not sure what you mean by "over the top", but by the standards of D&D pantheon design, alignment rules and cosmology these strike me as fairly sophisticated characters whom (for instance) unaligned or even good PCs could revere for meaningful reasons.
I guess I don't really understand the particular way in which this is Disney-esque. These are pretty classic fantasy tropes, and the tensions between necessity and morality reflected in some of these gods are pretty standard material for both political/military drama and the philosophy of political action.
But whether you prefer the Great Wheel or the World Axis is orthogonal to the point a number of the "anti-PS" folks are trying to make (though I can't speak for @pemerton ). Even though I prefer the World Axis, I'm totally with you that 4e built it too far into the base system. My position is that setting details should stay in the setting, beyond the barest veneer of a vanilla framing setting in the core books. Neither the Blood nor Dawn War should be a thing in Core. Not Crystal Spheres, or the Factions, or the Red Wizards of Thay, or any of the Dragonmarked Houses, or Defilers, or what have you.
IMO, the best "default cosmology" is one similar to the Krynnish one. Heaven, Hell, and Natural/Fey Realm. (Now that I think about it, that's pretty similar at a basic level to the World Axis, too, though switched from a Good/Evil axis to Law/Chaos...)
underlining addedI think that Planescape lore is not sacrosanct nor privileged in any way. If changing it makes things more interesting, then it gets the chop. If keeping it is more interesting, then it stays. It lives or dies on its own merits. That it came before, is not, IMO, a merit. It's canon for canon's sake.
As Hussar suggests, I haven't noticed anyone calling for the retention of 4e lore. Nor am I claiming that there should be no lore in D&Dnext. Either in this thread, or the other one (I've lost track), I said there are two options:
* minimal lore (as per classic D&D);
* good lore (which is the path that 4e attempted).
The main risk of minimal lore is that potential players, especially new ones, don't find the game inspiring. (Traveller had that effect on me big time when I first encountered it.) There are at least two risks of attempting good lore: first, the published lore can invalidate to a greater or lesser extent people's home games; second, not everyone is likely to find the actual lore that is created good.