Two things.D&D is not written to be that sort of game. You can use your playstyle with it, but D&D is designed with the fictional elements being hard coded to a greater degree than your playstyle wants. Most people play the game the way it was designed to be played, and to them, the depth that "locking down" information on dopplegangers provides is an excellent improvement over having schrodinger's doppleganger that might have thin skin and be lithe one day, and thick skinned the next when it faces Grog the barbarian.
First, if you're going to lecture me about "my style" you might at least do me the courtesy of getting it right. If you think that I don't hold lore and backstory consistent once it's been revealed in the game - as if I was palying Toon - then you obviously ha have no idea.
Second, who says that D&D is not written to be my sort of game? Where is that written in the rulebooks? I mean, 4e is D&D, and I spent years being told it sucked precisely because it was my sort of game. I've had posters tell me that Gygax didn't know what RPGing really was because, in his discussion of saving throws and hit points in his DMG he presents them as suiting my sort of game - ie the mechanics don't lock down any particular narration until the actual moment of play.
There is nothing special about D&D that makes ultra-heavy "lore" - pinning everything down to the Nth degree before play actually happens - better suited than my preferred approach.
Seriously?By your logic nothing should be described
I didn't say that no description is helpful. I even pointed, with approval, to the Dungeon World quote that [MENTION=6696971]Manbearcat[/MENTION] provided.
From the fact that I think some descriptoin is excessive, it doesn't mean that I hate all description.
No doubt some readers prefer Wilkie Collins to Hemingway, but it woud be absurd for a fan of Collins to say that Hemingway readers would be even happier with blank books! (That's not to compare the 2nd ed Monstrous Compendium/Manual to Wilkie Collins, which would be vastly unfair to the latter. Although he spells stuff out in detail that I personally could live without, it's not generally redundant and repetitive in the way the doppelganger entry is.)
This is just assertion. It's not generally true of film. It's not generally true of narrative fiction. It's not generally true of visual art. Why would it be generally true of RPGing?Descriptives add depth, even if YOU don't find them necessary or good. Not adding depth to your game doesn't keep them from adding depth in general.
Why? If the GM can think of having a doppelganger trail a PC - which doesn't seem that much of a breakthrough - why would s/he not think of having the doppelganger lurk in the PC's home? The first time I ran a doppelganger scenario, about 25 years ago, I thought of that without having the 2nd ed entry to help me. And I wouldn't hold that up as one of my great creative moments as a GM! - it seemed pretty obvious to me that that might be one way to kill someone and take their place.A new DM would have the doppleganger trail a PC until that PC is alone, rather than set the doppleganger up hidding in a room until the PC walks in to go to sleep.