I'm A Banana
Potassium-Rich
Man, you step away from the Internet for one evening.... 
Trying to summarize some big points...
Here's where we run into some of the (unnecessary) hassle that is involved in lore changes: the GM is expected to be the external order, but a GM might not be any better at any other player at "knowing the lore," might be worse than some, and if they're expected to set the order, it needs to be something that all the players agree is "authentic" to the setting.
Or, you get "It's Dark Sun, but without the environmental devastation, since I'm only interested in the Stone Age Sword & Sorcery stuff and I wanna use dinosaurs."
Or, in this case, "It's called Dragonlance, but since this gnome is an irreverent wild mage, it's not truly Dragonlance."
That doesn't mean it's better or worse, just that it's different and confusing and adds barriers to satisfying play and generally, is a frickin' hassle. If the game's lore is consistent, that burden is alleviated. If it's not, that burden is exacerbated.
Note that this doesn't mean "don't change lore," it just means "don't change lore just because you want to change stuff up." It acknowledges a cost for that lore change - there's confusion and unsatisfying play there.
I'd include "I don't care about lore" as a cost there, too. If you're designing a setting, having your audience react with "I don't care about the lore" is not the response you want. It means you've failed to cultivate the engagement you want - you might as well not bother with the lore development if your audience reacts like that. I mean, some probably will regardless, but you want MOST people to care at least a LITTLE about the intent of your world design!
You keep asserting this, but you don't seem to be listening to the counterpoints, so...whatever, man. Keep on believing whatever makes you happy, I guess.
And most of those could easily explain some of the frustration at lore changes.
I'd think this would be pretty dang obvious to anyone who even read the wikipedia article?
Or is this that double-standard that [MENTION=22779]Hussar[/MENTION] is on about: you only care about the canon that you personally like and the rest can go screw?
But as that DL example shows, not everyone is agreeing.
Because lore changed.
I mean, you let the rules of your game be set by someone who isn't even a participant at your table. Is it really that much different in your mind? Everyone needs to be on the same page about attack rolls, and everyone needs to be on the same page about tieflings, too.

Trying to summarize some big points...
Shayuri said:It's kind of like...because we don't know DL very well, and all we have to go on are these various written works that don't always agree, we need for some external order to be imposed on it. Imposing that order is generally the GM's job.
Mouseferatu said:And this, right here, is the true source of argument involving canon. It's not that people can't agree on whether it's important, though that is a factor; it's that people can't agree on what it is.
Is "true" Dragonlance canon everything that's appeared in official written material? Or is it only what was intended in the first two trilogies, with everything else being apocrypha?
Here's where we run into some of the (unnecessary) hassle that is involved in lore changes: the GM is expected to be the external order, but a GM might not be any better at any other player at "knowing the lore," might be worse than some, and if they're expected to set the order, it needs to be something that all the players agree is "authentic" to the setting.
Or, you get "It's Dark Sun, but without the environmental devastation, since I'm only interested in the Stone Age Sword & Sorcery stuff and I wanna use dinosaurs."
Or, in this case, "It's called Dragonlance, but since this gnome is an irreverent wild mage, it's not truly Dragonlance."
That doesn't mean it's better or worse, just that it's different and confusing and adds barriers to satisfying play and generally, is a frickin' hassle. If the game's lore is consistent, that burden is alleviated. If it's not, that burden is exacerbated.
Note that this doesn't mean "don't change lore," it just means "don't change lore just because you want to change stuff up." It acknowledges a cost for that lore change - there's confusion and unsatisfying play there.
I'd include "I don't care about lore" as a cost there, too. If you're designing a setting, having your audience react with "I don't care about the lore" is not the response you want. It means you've failed to cultivate the engagement you want - you might as well not bother with the lore development if your audience reacts like that. I mean, some probably will regardless, but you want MOST people to care at least a LITTLE about the intent of your world design!
Hussar said:Change to lore is only a problem when someone doesn't like the change.
You keep asserting this, but you don't seem to be listening to the counterpoints, so...whatever, man. Keep on believing whatever makes you happy, I guess.
Yeah, part of what drives me to dive deep into the settings is seeing the sides of the main conflicts and how they fit. Like, a druid trying to return rain to Athas fits. It's not even exactly "against the norm." It is, however, kind of a Luke Skywalker fitting: it's someone who hopes to transform the setting by the time they're done. It tries to change the status quo.Remathilis said:That is not to say there isn't joy in doing something against the norm. However, you need to make sure it all fits.
The explanations of the default effect attempt to explain why people don't go with the default.pemeton said:[The default effect] is not an explanation for why some people complain about having to depart from the default.
And most of those could easily explain some of the frustration at lore changes.
I'd think this would be pretty dang obvious to anyone who even read the wikipedia article?
Keep on believing whatever makes you happy, I guess.pemerton said:I think the hostility to changes has very little to do with any costs of change.
If you don't care about canon, how useful can canon possibly be to running your game?pemerton said:I don't care about canon, but that doesn't mean I want it kept intact. I want RPG authors to give me their best stuff, because some of that might be useful to me in running my game.
Or is this that double-standard that [MENTION=22779]Hussar[/MENTION] is on about: you only care about the canon that you personally like and the rest can go screw?
If everyone agrees to call this thing the Ship of Theseus, we're good.pemerton said:I don't think it does - even if we are just using the 1st ed Dragonlance Adventures book, your DL game might look pretty different from mine. (Eg look at ICE's MERP books, and then tell me what they have in common with JRRT's fiction other than maps and names.)
But as that DL example shows, not everyone is agreeing.
Because lore changed.
pemerton said:If your answer to that last line is "yes", then you are saying that the fiction in your RPG gameworld is being established and changed by someone who isn't even a participant at your table. This is the normative attitude to canon that I don't share and don't really get.
I mean, you let the rules of your game be set by someone who isn't even a participant at your table. Is it really that much different in your mind? Everyone needs to be on the same page about attack rolls, and everyone needs to be on the same page about tieflings, too.
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