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L&L 1/7/2013 The Many Worlds of D&D
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<blockquote data-quote="Alzrius" data-source="post: 6156097" data-attributes="member: 8461"><p>Whoa, hold on there. I think that calling something "ham-handed shoehorning" is letting bias show, don't you?</p><p></p><p>Shemeska was simply talking in regards to creating material that builds on previous material, as opposed to invalidating it. That's not a measure of quality; it's simply a notation of the methodology used.</p><p></p><p></p><p></p><p>Can you be more specific in regards to what internal consistency you feel that Planescape lacked? I ask this because "internal consistency" is making sure that various elements are defined the same way when used in multiple instances, and I'm not sure where you're saying Planescape failed at that.</p><p></p><p></p><p></p><p>Leaving aside that everyone has their own opinions on the quality of the results, the cosmology was always "a home that was exclusively its [the game's] own," as its cosmological elements weren't cribbed from another game. Now, if you meant that it was taking real-world mythologies and appropriating them as part of that, that's true, but that's always been a part of D&D - from the monsters to the magic, it has a strong tradition of pulling from many sources, which I see as a strength, not a weakness.</p><p></p><p></p><p></p><p>How are the new eladrin more "internally consistent" than the old ones? Where did Planescape use eladrin in a self-contradictory manner? That said, it's worth noting that liking something because it has a long history is no particular reason to become nervous - people like things for multiple reasons, and adherence to tradition is no more or less qualitative than any other reason.</p><p></p><p></p><p></p><p>That's a perfectly respectable opinion, but no more or less so than an opinion that the stuff you thought was "garbage" was made out of gold, and that historical provenance (or rather, continuity) can indeed be a good reason to do something (even more than rarely).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6156097, member: 8461"] Whoa, hold on there. I think that calling something "ham-handed shoehorning" is letting bias show, don't you? Shemeska was simply talking in regards to creating material that builds on previous material, as opposed to invalidating it. That's not a measure of quality; it's simply a notation of the methodology used. Can you be more specific in regards to what internal consistency you feel that Planescape lacked? I ask this because "internal consistency" is making sure that various elements are defined the same way when used in multiple instances, and I'm not sure where you're saying Planescape failed at that. Leaving aside that everyone has their own opinions on the quality of the results, the cosmology was always "a home that was exclusively its [the game's] own," as its cosmological elements weren't cribbed from another game. Now, if you meant that it was taking real-world mythologies and appropriating them as part of that, that's true, but that's always been a part of D&D - from the monsters to the magic, it has a strong tradition of pulling from many sources, which I see as a strength, not a weakness. How are the new eladrin more "internally consistent" than the old ones? Where did Planescape use eladrin in a self-contradictory manner? That said, it's worth noting that liking something because it has a long history is no particular reason to become nervous - people like things for multiple reasons, and adherence to tradition is no more or less qualitative than any other reason. That's a perfectly respectable opinion, but no more or less so than an opinion that the stuff you thought was "garbage" was made out of gold, and that historical provenance (or rather, continuity) can indeed be a good reason to do something (even more than rarely). [/QUOTE]
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