TwoSix said:
If the issue never arose for months, how was it possibly a burden or a challenge?
The moment it came up, it's an issue. It's not less of an issue just because it took it's sweet time coming up. It is, perhaps, less
noticeable of an issue.
TwoSix said:
I'll be honest, if there's an interesting back story for the gnome, that player needs to get over themselves. "But it's not REALLLLY X" players are the worst.
Well, if wishes and dreams were dollars and cents we'd all be millionaires, right? In actual play, you sometimes get folks who define a vibe or a genre different than you would. We should be able to play together without gettin' all huffed. Consistent lore makes that possible - we can all agree that This Is X, because it says so, just as we can all agree that an attack roll of 17 hits an AC of 17, because that's what the rules say.
TwoSix said:
Why? You know as a DM what you want. If it comes up, communicate it to your players. When are archons and giants going to come up at the beginning of the game?
At the start of play, these things impact character creation. If I'm an elementalist, and I'm a player who cares about lore, I'm going to find out what elementalists are in the world, what creatures they associate with, what conflicts are relevant to them, and use that information to inform my character options (maybe I speak Giant and seek a great tome said to bind powerful elemental Archons into servitude!). If I'm a dwarf who fights giants, I'm going to want to know about those giants I fight.
I'm going to want to know - specifically - what D&D elementalists and D&D dwarves and D&D giants and D&D elementals do that is distinct from the Generic Fantasy Versions of these creatures.
TwoSix said:
There's absolutely nothing stopping you from running 5e with 2e gnolls or 3e gnolls or 4e gnolls or 5e pre-Volo gnolls.
There's the not-insignificant effort of writing them up, examining the ramifications of using them, and getting your players on board with them. You have to change the default. Given how powerful the default effect is, I think it'd be pretty clear that this isn't a trivial amount of effort.
So only 1st edition should have had orcs, and then they moved onto something else? There are some concepts that are pretty defining for D&D. Like orcs. Not orcs being lawful evil or chaotic evil, that's much more arbitrary.
If all you need for a "defining concept" for D&D is that it has a creature in it called "orc" and it doesn't actually matter what the orc
is, then in what way is it actually "defining" anything?
Generic Antagonistic Nonhuman is a Generic Antagonistic Nonhuman, why does it matter if it's called an Orc or a Gnoll or an Ogre or a Troll or a Goblin or a Klingon or...anything? Why have all these different antagonistic nonhumans if the game only really needs one Generic Antagonistic Nonhuman that you can call whatever the hell you want?
Certainly, other games have gone this direction!
D&D hasn't, and I think part of the reason D&D hasn't is because its designers know that on some level, these differences
are important. The distinction between these creatures - what each one uniquely brings in its story -
is relevant to the gameplay.
lowkey13 said:
But it's my general opinion that "art," (however loosely defined) gets watered down by consensus. To the extent that you're looking at the story elements, I would prefer bold vision ... it could be that the bold vision is incorrect, but you're more likely to get a better product, and even the failures are interesting.
It's no more art-by-consensus than the current developers are doing design-by-consensus. It doesn't tell them what they must do, it just gives them data and informs their decision-making. That's just a managerial skill, to use public information in the most efficient way, to not let marketing dictate your product to you. I'd imagine it's a skill D&D's devs have down pretty well after a few years of continual survey.