Mourn said:
Oh, like the "dwarves hate giants" and "dwarves hate orcs/goblinoids" fluff that turned into mechanics, so I had Greyhawk dwarf fluff entwined with my game? Or the "elves get trained with swords and bows" stuff which defines some characteristics of elven society for me (obviously of a martial bent if ALL elves are trained in weaponry)?
Yeah, that's easily ignored.
"Dwarves have +1 vs. giants" == a nice springboard for creativity. WHY? Do they train against large foes? Is it a gift from the gods? Do giants just have trouble hitting dwarves? It distinguishes dwarves mechanically without forcing anything into the world. Every DM can look at this and have it inspire him, or he can just say "Whatever, that's just how it is." and move on. He doesn't have to rip anything out, because there's nothing there.
"Dwarves have +1 vs giants because during the Great Wars of the First Aeon, the Giant Gods dids't smite the great dwarf city of Beirstine, and thence did the king of the dwarves, Drunkbeard the First, say unto the gods...."== straitjacket which must be purged before any real work can be done.
One gives a fact and says:"Create a reason!" The other slams a mess of assumptions into your face.
Oh, you mean a game we can just sit down and play, instead of some fan-wankery world-building exercise that has to take place to provide a common point of reference?
How do you reconcile this with "Well, anyone who doesn't like the names can change them!"? Either we're all supposed to rip out the flavor text (losing the common reference point), or we're just supposed to suck it up. Pick one, please.
(And, likewise, why is it when I ask for just such a baseline for mechanics that matter -- see the succubus thread and it's many digressions -- I'm told "That's not how 4e does things!" A shared baseline of fluff and roll-your-own mechanics is about the OPPOSITE of good game design.
Oh noes, they're actually reaching out to the majority of gamers that don't have much time to do that stuff, instead of the Doug Douglason Portals Into a Realm of Epic Gygaxian Fantasy DMs who spend weeks determining the economic structure of lands half-a-world away from their current campaigns.
One man's problem is another man's solution.
It takes five minutes to whip up some pseudo-Tolkien drivel about why elves hate dwarves and get on with the orc-bashin'. For Ghu's sake, I was making my first (crappy) D&D world about 6 hours after I played my first game and a month before I got the rules! It's not hard to sketch enough of a world to start playing in, and you can fill it out later. Hell, I did some of my best worldbuilding with the old Judge's Guild book of random names. ("Lessee, King (roll) Olaf the (roll) Troll (roll) burner. Olaf Trollburner. Hmm. OK, there was a big invasion of trolls, and Olaf summoned some wizards and fireballed 'em all, which burned out the forest of..(roll) Broken (roll) Crystal..." If you want to write the next great fantasy novel, it might take time. If you just want to hammer up the flimsy stage dressing needed for your first dungeon crawl, it's trivial. Really. It is. And the game books should show this and encourage it and get people creating again. The ability to create, or adventure in, a world which is truly your own is one of the things which sets roleplaying apart from MMORPGs, and it needs to be encouraged as the fun part of the game, not sneered at as a chore someone must be forced to do. You don't HAVE to build a world..you GET to build a world. What's cooler than that? Who doesn't want to be God?)