Is D&D a setting or a toolbox?

Alzrius

The EN World kitten
So while I was reading the thread about Planescape lore, it occurred to me that there's a more fundamental discussion going on there than about whether or not people like elements of a certain setting. Rather, it's a question of whether people see D&D as having an intrinsic setting or not.

To put it another way, there are people who play D&D-as-toolbox, and those who play D&D-as-setting.

D&D-as-toolbox is the game giving you the mechanics you need to run the game, and nothing else. You have the rules for making characters, running combat and leveling up, stats for monsters and treasures, and really that's all there is to it. Some elements, such as the nature of classes, spells, monsters, etc. might make an implication about the sort of game that the rules are best geared towards, but this is, at most, very vague. No part of the rules defines the setting for you, it's something you make up yourself. Take it for what you will that this is how D&D was originally created.

D&D-as-setting is the game giving you not just the rules, but the setup for the game world itself. This can range from having a single campaign world that's lightly fleshed out, to having a grand meta-setting that unifies all of the other settings; at whatever degree you take it, this is the option that gives you a set of pre-made locations to adventure in, a world history, NPCs to interact with, and elements that set the stage for you.

Some people prefer to keep their game purely D&D-as-toolbox. They're fine with creating their own game world and see any existing imposition of story or setting as an intrusion that's trying to make them play someone else's way. By contrast, others prefer D&D-as-setting, whether for a single campaign world or as a set of interlinked campaign worlds, enjoying having a rich tapestry of materials already made for them that they can immediately start using, rather than having to go through the process of building it themselves.

Which do you prefer?
 

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Many other RPGs operate more holistically as toolboxes -- GURPS, Hero, FATE are at the top of my mind.

Each version of D&D has a lot more 'baked in' assumptions that push a basic intrinsic setting -- how magic works (and how it doesn't), how characters improve, expected roles for the characters in the social milieu, how the players interact with the game and how the characters interact with the world.

When I want a toolbox, I reach for a game where providing such a thing is a prime consideration. No version of D&D makes that cut.

When I reach for a version of D&D, I'm looking for a game with a more specific flavour and trappings -- I may not exactly present the canon in all aspects of the game, but it is close enough that the fact that it is D&D acts as a sort of coded short-hand to help describe the game I'm running.
 

Personally, I like D&D as a toolbox. However, I think it would be grand if WotC did one-off "deluxe" versions that had the rules packaged with the setting (perhaps with certain baked-in rules modules specific to that world). I'm not sure if it'd be better for the well-known settings like FR, or if it would benefit lesser known/popular worlds like Dark Sun.
 

Toolbox. But...

(there's always a "but")

Every toolbox has its limits. The toolbox you use to repair your car won't be very useful if you take on a carpentry job. So, while it is a toolbox, it is still somewhat focused, and there are some assumptions for the setting on which the tools will be used. I *want* those implications, along with the tools.
 


The obvious answer is: it is both a toolbox and a setting. You can treat it like a toolbox just fine and supply all of your own setting materials. But each of those tools generally has some setting information built around it. This can be reskinned fairly easily, but if you choose not to do so, you've already got a bit extra on your tool to build off of in your own setting.
 

Toolbox. But...

(there's always a "but")

Every toolbox has its limits. The toolbox you use to repair your car won't be very useful if you take on a carpentry job. So, while it is a toolbox, it is still somewhat focused, and there are some assumptions for the setting on which the tools will be used. I *want* those implications, along with the tools.
This.
 

So while I was reading the thread about Planescape lore, it occurred to me that there's a more fundamental discussion going on there than about whether or not people like elements of a certain setting. Rather, it's a question of whether people see D&D as having an intrinsic setting or not.

To put it another way, there are people who play D&D-as-toolbox, and those who play D&D-as-setting.

It's both. I think it works better if you play in a setting that sticks fairly close to the assumptions. For instance, I would rather play a version of Pathfinder that is low-item than the standard assumption, but the house rules would probably break the game (or, just as bad, not having house rules and pretending there are no issues with that).
 

D&D suggests certain settings at the expense of others, but that's as far as it goes.

For instance, it predefines how magic works (e.g. that you can get spells from studying books or from serving a religion, that your spells are learned from list but not improvised or customized, etc), what non-generic characters are common in the world (e.g. barbarians, druids, paladins), and what monsters are likely to exist. These have implications on the setting, but don't define it completely.

Of course the DM can change those things and open up even more possible settings, but change too many and it won't feel like D&D anymore.
 

Toolbox. Keep the settings separate -- but support them fully and in a robust manner, 2E style. But keep those settings' assumptions out of the core books. (I'm not thrilled that 3E and 4E had Greyhawk and other gods in the PHB as "default" gods.)
 

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