Jeff Carlsen
Adventurer
It's clear that tastes vary. My problem with the Monster Manual is that there isn't enough lore. I'd prefer something like the Iron Kingdoms Monsternomicon with a minimum two page spread for every monster.
Is everyone comfortable with WOTC dictating this degree of your setting?
Love the Monsternomicons. But they're quite different. They establish all new monsters that are deeply rooted in the Iron Kingdoms setting. And if they're taken out of their Iron Kingdoms context, well, it's not like they're widely known monsters that players are likely to have expectations about.It's clear that tastes vary. My problem with the Monster Manual is that there isn't enough lore. I'd prefer something like the Iron Kingdoms Monsternomicon with a minimum two page spread for every monster.
I'm comfortable with it--in fact, I like it--because I don't in even the tiniest degree think of it as WotC dictating aspects of my setting. I see them giving a default presentation which everyone not only can, but is basically expected to, change or ignore as they see fit. I find the lore to be inspiring to the imagination, sometimes introducing something I want to use, other times inspiring me by making me want to look for alternatives.
I find this far preferable to, say, the 1e MM, and at least as preferable--albeit in a different way--as the 2e.
For those of you who don't have it, there is lore. Probably the most lore that has been in a MM, even with no "named" beings, though the, well, names of those beings are there. In the lore.
They said they would do it, and it was one thing I may have complained about in anticipation.
Now that I see it...I want to see more and more of it as I keep reading this book!
It reminds me of the 1E DMG artifacts, which usually had some teasers on their origins. Evocative, often quirky, very specific to the monster, clearly a source of inspiration for the DM. Easily ignored.
It doesn't lock into any particular campaign setting (except I guess the multiverse itself), it doesn't get repetitive with certain events or elements in a way that 4E could, and, crucially, it tends to be interesting to read, which D&D isn't always.
Of course they can. Just because we're under no obligation to pay attention to their dictates doesn't mean that Wizards can't dictate all kinds of stuff to us in their books.
The open question is whether or not that's annoying to you, not whether or not they can do it. Sadly for Hussar, it doesn't look like anyone's really carrying his torch for him, so nothing seems likely to change anytime soon. Because, as you say, we can always ignore that kind of setting dictate in the MM. I seem to be the only one so far who's responded a little bit sympathetically to his gripe, but even I don't think it's anything worth worrying about.
What are you afraid your players will take you to court because your kobolds didn't act like the ones in the book? Anyone can get as crazy as they want with their setting even the stats in the book can be completely ignored if you want. The MM is there for people who don't want to make up their own stats and want to be inspired with cool ideas about the monsters to wrap their stories around. If that is not something you want because you don't want the 'Man' dictating how your monsters behave just don't buy it.
I just listened to the podcast talking about its construction and the author made a good point that if you just want to kill monsters computer games do a much better job of that but where RPGs shine is in story and interesting worlds, things that would cost hundreds of millions to put in a viddie game with the level of creativity that a teenager can write into an adventure in an afternoon. This book is providing concrete hooks for story that people who are not expert writers can use. That's hugely valuable even if it's not what you personally want.