D&D (2024) How Important Is The Lore

How important is the lore?

  • I actively do not want the lore.

    Votes: 6 4.9%
  • I could take it or leave it.

    Votes: 42 34.1%
  • I am glad it's there.

    Votes: 48 39.0%
  • It is essential.

    Votes: 24 19.5%
  • Other

    Votes: 3 2.4%

The game I run now hews much closer to Western European folklore than it does to modern fantasy tropes. Designing a game like that really helps you see the lore that is created by even "the basics" that people are talking about. The fact that clerics heal and wizards do not - that's lore. The fact that there are Asian-style martial artists in your pseudo-Medieval (well, early Renaissance really) Europe setting for some reason - that's lore. The fact that there's a class that depends on getting angry for its goodies - that's lore.
 

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It's interesting that OD&D and 1e both assumed the reader knew what an elf was. Basic and 2e onwards actually explain them. I think that reflects the fact Gary was writing from the idea his book was going to a ) was going to be reached from another game book (0e assumed familiarity with chainmail , 1e assumed you had played Basic) and b) you were being in introduced to the gang by someone who did, and would explain it, and thus he's not going to waste time explaining things you learned in other books. Basic and 2e onwards is written with the intent that you don't know what they mean when you say "elf" in D&D terms and explain it.
Chainmail has this on elves:

ELVES (and Fairies): Armed with deadly bows and magical swords. Elves (and Fairies) are dangerous opponents considering their size and build. They can perform split-move and fire, even though they are footmen. When invisible Elves (and Fairies) cannot attack — or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops — but they can become visible and attack during the same turn. Those Elves (and Fairies) armed with magical weapons add an extra die in normal combat, and against other fantastic creatures they will perform even better:
vs.:
Goblins - add 3 dice to Combat Tables
Ores - add 2 dice to Combat Tables
Hero-types - Fantasy Combat Table, score 9
Super Heroes - Fantasy Combat Table, score 11
Wizards - Fantasy Combat Table, score 10
Wraiths - Fantasy Combat Table, score 8
Wights - Fantasy Combat Table, score 6
Lycanthropes - Fantasy Combat Table, score 9
Ogres - Fantasy Combat Table, score 7
Giants - Fantasy Combat Table, score 10
(see rule for Magical Weapons)
Morale Rating — 6 Point Value — 4
 

I've recently come to the conclusion that every element in an RPG is essentially lore. The simple choice of which classes and ancestries and spells and magic items are included in the core rules create lore. People just don't tend to think of that way due to defaultism. You're so used to the typical modern fantasy lore that you don't notice it when it's there. But it is.
If you broaden the definition of a word so much that it becomes useless, you have effectively undermined your own point in any discussion.
 

The fact that there are elves in the world is, in and of itself, lore.

It's just standard modern fantasy lore that you're used to.
There's a meaningful distinction between a game book that says "This game has elves" and another game that says "This game has elves, and here's 6 pages discussing the political manuevering of the Elven Kingdoms over the past two millennia."

But choosing to use classic D&D Tolkienism is a choice, and it's a particular decision a fantasy game doesn't have to make the same way D&D does. That does create a meaningful "lore" for that setting. But generally an aversion to "lore" is more about the "deep lore" of history and geography of the setting.
 

There's a meaningful distinction between a game book that says "This game has elves" and another game that says "This game has elves, and here's 6 pages discussing the political manuevering of the Elven Kingdoms over the past two millennia."

But choosing to use classic D&D Tolkienism is a choice, and it's a particular decision a fantasy game doesn't have to make the same way D&D does. That does create a meaningful "lore" for that setting. But generally an aversion to "lore" is more about the "deep lore" of history and geography of the setting.
I think that misses the whole middle where people go "what's an elf?"
 



Lore is crucial in setting books.

To me I am seeing too much lore creeping into the core rules that is prescriptive in ways that make using monsters in my own setting that ends up giving players a zigzag feeling because they come in with knowledge what the core rules presents and when they encounter in my setting it’s not the same.

That’s fun sometimes, keeps players on their toes. But it’s more and more nowadays that they just so much whiplash they can’t keep core lore’s differences from my own that I feel like worldbuilding is a waste of my time and creativity.

I’d love for the core rules to include just enough and be vague, step back from prescribing too much.
 

"An elf is a tall lithe humanoid with features humans consider ethereal and beautiful. They have exceedingly long lives and tend to live in the wild and remote places of the world." The end.
For more info, consult the 5000 page Guide to Forgotten Realms.

I don't understand the fascination with explaining things with as few words as possible. I guess it would be useful though in a core book either full of full page art or one with 50 other species in it.
 

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