Then what then should be considered "core"? What becomes D&D baseline? What should be in the Players Handbook?
Demi-humans? One person doesn't use halflings, another doesn't have elves, and a third doesn't use them at all. Yet I use all of them and more. Do demi-humans belong in the "core?" Which?
|snip|
Woah! Maybe you read a different thread than i just did. But the opening post very clearly was talking about what D&D
is, not what it
should be. This is a descriptive, not prescriptive, discussion.
And, speaking descriptively, it's the stuff that has been there through most, if not all, the lifespan of D&D that is what defines it. With an emphasis on those elements that are unique--entirely, or in context--to D&D. So, swords are a key element of D&D, frex, but not a defining element, because damn near every fantasy game has swords. However, D&D clerics
are a defining element of D&D, because they have a very specific definition, and one that is relatively specific to D&D.
Repeat this with monsters, spells, magic items. Why does Mordenkainen's Hound get in the PHB, but not Elminster's Evasion or Strahd's Frightful Joining?
You're kidding on this one, right? It's because the first is a decade or more older, was created by the original creators of D&D, and has been a part of the [core] ruleset since at least AD&D1. It's as simple as that: older stuff has precedence over newer stuff, simply by virtue of being older. The longer something has been part of the game, the more it is part of that game. It's a general assumption that we make all the time when trying to define the essential nature of something. It's why Mickey Mouse is Disney's icon, even though he hasn't appeared in a feature movie in
how many decades?
As a final note, there is one edition of D&D that is relatively generic. |snip|
It was called Second Edition. Its the most typically reviled and skipped-over edition of D&D for precisely the reason it was too generic and betrayed Gary's implied world. It was also dull as dishwater.
And it's my favorite edition, to date. Precisely because it was the most generic, but--and this is key--still retained all of what i thought were the core "D&Disms". It still had Vancian magic, D&D-style clerics and druids, beholders and mindflayers and color-coded dragons, etc. I mean, i had my problems with it, and had a pretty hefty set of houserules when i ran it. But fewer problems, and fewer houserules "required", than for any edition before or since.
In any case, I'm not sure you're right about the reasons that it was generally reviled (as opposed to your or my reasons). I think the biggest problem, from a market-satisfaction standpoint, was that it shifted too far from tactical to narrative in focus. But not far enough to actually be a
good narrative-style RPG. So it ended up being fairly poor at supporting the sort of gameplay that D&D had, up until that point, championed, and not particularly good at supporting any other sort of gameplay--so you didn't gain enough to make up for what you lost, even if you were style-agnostic. Most of the people i've talked with who truly liked AD&D2 were like me: don't really care about the rules, just want cool characters and cool stories, so as long as the rules get out of our way, we're happy. And AD&D2 did the best job of getting out of the way, of any edition of D&D so far, precisely because it was relatively generic.