Well, it looks like this thread cooled down, so, I thought I'd add a few of my own final thoughts.
1. [MENTION=2067]I'm A Banana[/MENTION] has argued his point extremely well. I find myself nodding in agreement as I read his final posts or three. There is a cost to changing canon. Now, I do disagree about the amount of that cost, and I find myself thinking that the cost maybe is in a different place. For example, if you want angel eladrin in your 4e game, that's about 10 minutes of work. You already have all the lore from previous editions and we're talking about a system where the creature creation rules fit on a business card. Make your angel eladrin stat blocks, tell your players that there are two types of eladrin out there - mortal eladrin which are effectively high elves, and angel eladrin which live in the planes and you're pretty much good to go.
No, where I see the cost is in supplements. If you don't like a given change, it's still pretty much a given that any subsequent supplements are going to use that change, making that supplement less valuable to you. For example, I don't like the idea of dragon slave kobolds. I don't. It's not something that I find appealing. Fair enough, when I use kobolds in my game, they won't be dragon slaves. But, looking at the new Volo's Guide, we find that the idea of dragon slave kobolds is expanded upon with new stat blocks and new lore for the game. Again, it's something I won't use, so it makes that new Volo's Guide just that much less appealing to me.
Replace "dragon slave kobolds" with whatever change you happen to not like and I'm sure that the same applies to you. Whether it's demonic gnolls, eladrin, or whatever. And that becomes the cost. Every change will have those who don't like that particular change. Of course, then it comes down to pretty much numbers. If enough people don't like the change(s), then it will be ejected later on down the line. Demogorgon does not have hyena heads despite what the 3e Book of Vile Darkness claims.
So, in the end, yes, there are costs to be paid for lore changes.
2. There are a very vocal number of players for whom lore is very, very important. They like what they like and they make no bones about liking that. I remain unconvinced that this opposition isn't just a little bit disingenuous. The discussions throughout this thread, where people start pulling out dictionaries to try to prove their point pretty much holds up a giant sign that says, "I don't really have an argument here, but, I'm going to play semantic silly buggers and scream at the top of my lungs until I get my way". If you actually had a valid point, you wouldn't have to do this. D&D gets its lore changed all the time. Going back to Demogorgon again, what plane does he live on? Well, the 88th right? Well, that's from Planescape, but, now it's filtered down into the lore of D&D. Any description of Demogorgon is going to keep that lore, even though that lore was introduced in a specific setting that doesn't actually apply to any other setting. But, people like this change, or, at the very least, don't dislike it enough to comment, so, the change stays. Just like so many other changes to the lore of the game.
3. I wonder, if like a lot of these arguments if the gnome effect* isn't in play. It isn't so much that a given change is so unacceptable to the hobby at large, but, rather, that most people just don't really have a horse in the race, and don't care. But, since we play in groups, and if even one player is upset about the change, we'll tend to get upset too because, hey, they're piddling on my friend. While probably most of most groups couldn't give a fig about, say, demonic gnolls or, yes, eladrin, we tend to get agitated because someone in our playing circles is annoyed. Which, again, is a major cost of lore changes. Dropping gnomes from the phb, frankly, probably didn't affect too many players. It really didn't, did it? But, enough groups had that one gnome player in it to be up in arms about the change.
4. I'm really, really glad I don't have to write for D&D
*[sblock=Gnome Effect]
Mike Mearls said:
The idea behind the gnome effect is simple. Let’s say you’re planning on releasing a hypothetical edition of D&D. You want to determine which races are important to the game, so you conduct a poll and find that only 10% of gamers play gnomes. That might make it seem obvious that you can safely cut the gnome without much trouble.
The problem with that line of reasoning is that we don’t play D&D by ourselves. We play with a group, and when looking at rules changes or any other alteration to the game you have to consider its effect on the group. Let’s look back at our gnome example. One out of ten gamers plays a gnome. However, let’s say your data shows that the average group consists of five players (not counting the DM). That means, roughly speaking, half the gaming groups have one player with a gnome character. That number is likely lower, since some groups might have more than one gnome, but it’s a rough approximation that serves to illustrate the larger principle. You cannot measure change and its effects on the individual level. You must look at it on the gaming group level. Delete the gnome from the game, or change it in a way that gnome fans dislike, and you’ve given about half the gaming groups out there a good reason to tune you out.
With that in mind, we can quickly see how all of the options presented in a poll are important. In an ideal world, we would aim our design work at the most popular options but include the ability to slide along the scale from one extreme to the other. In this manner, you can be assured that in a diverse gaming group everyone has the options they’re comfortable with.
Even a topic such as the volume of content released per month falls into this category. Gamers who don’t want more content can easily ignore it or disallow it in their games. A theoretical D&D release schedule could focus on the middle ground of the audience, while something like the open gaming license would allow other publishers to fill in the gaps for those who want even more content. In many cases, the trick to keeping everyone happy lies in areas beyond game design.
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