Let me start with something that apparently Mearls would find shocking: that ink spilt over the ecology and biology of these monstrous creatures
was not wasted ink.
The 2e Medusa entry, under Habitat/Society, gives me the following gameplay information:
- Lair Info: Setting my medusa encounter in a shallow cave or shadowy ruin is key. It is suggested that visibility play an important tactical role: PC's or medusae in shadows can't be seen. Deception is key for this encounter.
- Pre- and Post-Combat Info: The encounter area should be strewn with rubble, and perhaps a few "statues," but not many. The Medusa will probably destroy characters that don't make "interesting" statues, making retreival of the petrified body unlikely.
- Special Tactic Info: Mirrors are useful weapons against a medusa -- they keep none in their lair.
- Plot Hook/Encounter Tone Info: A man petrified in his own bed may be a victim of a medusa out looking for a mate. If the PC's discover the lair, they may find a "momma bear" style medusa who is protecting her offspring. The moral grey zone about what to do with the children helps define the tone of the PC's: are these mercenaries, heroes, or something a little greyer?
So, not a waste of space or effort
at all, really. That info is useful in gameplay, it just needs significantly better organization.
And for my next bit, I get to bang this drum I have again.
The Medusa story they offer is nice. It'd make a good medusa story. I'd use the heck out of it.
But it is only
a medusa story and it is silly for the most recent designers of this 40 year old game to act like it should be
the Medusa Story that D&D presumes.
Lets make an easy change:
Mearls In My Head said:
The rumormongers in taverns would have you believe that buried within the ruins of Bael Turath, there is a secret to eternal beauty and influence. They say there was a ritual there that the ambitious noble women used to become flawless, gorgeous, and powerful. Like many rumors, there is a grain of truth to these. It's just that the ritual, like all Turathi pacts, eventually turned against the souls that made it. The women gained beauty, influence, and youth. But in the end, they lost their humanity, and became monstrous -- they became Medusas.
Before their transformation, most Turathi medusas were ambitious, grasping, and self centered, willing to amplify their appearance and charms to work their way up the social ladder. Some used their temporary gifts to marry into wealth and power. Others built their own base of power.
When it came time to pay the price of the bargain, the transformation was sudden and hideous. Some medusas planned for their change and retired to a distant villa or keep, shielding themselves from the outside world while still enjoying the wealth and power they have accumulated. Others forgot about their bargain, attempted to reverse it, or remained ignorant of its true price. These poor wretches were killed or driven into hiding.
Now, along with the devils and the beast-cults and Ioun knows what else, the remnants of the most beautiful people in the world haunt the ruins in the former empire of Bael Turath. The transformation has broken some who have grown to regret the pact, but others simply transferred their ambition and control to the monstrous creatures they now found themselves enmeshed in. It turns out that human ambition is not something that can so easily be quelled.
I'd totally run that adventure. I even think it kind of supports the 2e setup (which was probably something that they were going for!).
But I'd also run a campaign where biological Amazon-Medusae serve as petrifying assassins in the employ of the nefarious baron and where a teenage medusae has a legitimate claim to the throne, being the first-born daughter of the king and all, which Mearls's idea pretty much torpedoes.
And I'd also run a campaign where Medusa is one of the three Gorgon Sisters and lives on an island and basically is a monstrous Other.
I think his problem is here:
Mearls said:
By keeping the frontward-facing parts of the medusa intact—the elements that have been most prominent throughout the game's history—we can ensure that existing adventures and campaigns don't need to be altered to fit into D&D Next.
That's not entirely, true, though. Just the change from "basically biological race of nefarious snake-women" to "cursed beauty-seekers" changes the nature of the stories that
WE can tell through it, and the nature of the worlds we can build. If the latter is the default, it changes what our own games are about by default. And it's not a zero-sum game: there can be both. We can have Turathi medusae living alongside assassin medusae and nearby have a mythic medusa. If the stat blocks are small enough (4e-style!) we could maybe even fit them all in one book a la 4e's half-dozen goblins. One designed to be masterminds, one designed to be fast-striking murderers, one designed to be a Big Bad Evil Snakelady. We can have one of them in the MM without ruling out the other ones, but the other ones don't have to be ruled out.
There's a D&D that empowers me to make my own fantasy story for me and my friends, and still gives lazy DMs (often, like me) something they can use right away without much thought, and what Wyatt and Mearls have been on about isn't that D&D, and I don't yet understand why. Maybe to them, the D&D brand isn't about imagination and inventiveness, it's about canon and branding and new IP?