Neonchameleon
Legend
D&D has always been a game that needs a group to tell a story.
D&D has, however, outside 2e and 3.5 not been a game that was about lore. The original reason for just about all the lore in D&D was, to quote Mike Mornard, "We made up some




D&D has always been a game that had a story emerge from the group. 2e in particular was when the game told you what that story should be. Complete with scripted events and events in which the PCs followed the canon NPCs around and watched them do all the cool stuff.
Tieflings being orphans who don't know their true origins might just be a poetic flourish you ignore, or it might serve as the basis for an entire character's motivation as they seek to understand the forces that produced them, and why they are outcasts in a diverse multiverse.
Alternatively Tieflings being an entire race of special snowflakes who are orphans but all have the same experience might be something that other people consider loaded with irony. If you want to be an anomaly that doesn't understand the forces that produced you play a genuine anomaly. Not Anomaly #96,284 in the same way as all the other Tieflings - that merely undercuts the theme you wish to draw out. If you want to be someone who doesn't know where they come from, play a Thri-keen in a setting that isn't Athas. Play a Dragonborn in a setting without them. Play a Shardmind in ... just about any setting. Something that isn't even in the PHB - or even something you made up. After all, you are storytelling as a group. You aren't simply playing through the stories imagined by the game designers
In fact, at the core of this "disrespect" is the hubris a designer must manifest when they deign to tell people what is "really" important about a given creature, what is "worthy" of being the Official Theme, what is "petty" and what is somehow higher in authority, by deciding that whatever pet theme they enjoy the most is the "true core" of the fictional game element and that thus of course no one will really miss those other unimportant bits of lore. The truth is that the diverse players of this game have used almost any random element as an important building block in their stories.
The core of this "disrespect" is people thinking that everything must cater to them. And also that catering to them means pickling the settings and the themes, then fossilizing them in amber. What you are asking for is the Star Wars Extended Universe.
Star Wars (episodes 4-6) are a great story. A triumph of hope, and things changing, and bringing down The Evil Empire. The Star Wars Extended Universe of course mirrors those themes. Most of the stories are stories about hope, about things changing, and of a plucky band of underdogs overthrowing a corrupt dominant power. This means that the Star Wars EU is a complete crapsack world. Because to reproduce that theme there needs to be an even bigger Evil Empire to overthrow next time. Instead of being about hope and change, the Star Wars EU is therefore about a crapsack universe that's turtles all the way down. And overthrowing one evil empire is nothing more than peeling an onion, layer by layer, to look for the seeds. It always still looks like a peeled onion until you get rid of it.
5e is being more careful about that (though they aren't getting it perfect...because TIEFLING!). The 5e salamander doesn't pretend that your 2e salamander experience was somehow flawed or invalid by presenting a new story based on what some designer thought was "really" important.
Neither does any other edition of D&D. WotC aren't sending ninjas round to steal your old Monstrous Manual. The Nentir Vale is not Sigil is not Athas is not the Realms is not Eberron is not Greyhawk is not Mystara.
My two favourite published D&D settings are Eberron and the Nentir Vale. I'm not remotely upset when the dinosaur riding halflings of Eberron don't appear in the Nentir Vale. Indeed if they were to do so I'd consider it would have made the Nentir Vale cookie-cutter, derivative, and boring. Because we've already done that. My prototype Warforged who found himself on the streets of Sharn with no papers, and the only thing he remembered being escaping from Merrix d'Cannith's creation forge (he doesn't even know the name) doesn't suddenly become invalid if the creation of Warforged is no longer prohibited and secret, but instead Warforged are created by individual sorcerers in their back rooms.
What you see as "being more careful" I see as ruthlessly suppressing almost all the sparks of creativity and of joy within the setting.
It presents more information, additional context, it builds on the lore without contradicting it.
And once more I say that "builds on the lore without contradicting it" is something I read as a request for more cookie cutter lore and less creativity. Lore is setting-specific. I don't want Bael Turath in Planescape. It doesn't fit. Give me continuity, not canon. The main effect of canon is setting fans at each others' throats.
That additional context may or may not be welcome or interesting, but at least it honors the experiences of those who really loved some little detail about the salamander as it was used in the past.
Honoring the experiences would be little call-backs. The way that New Who has Clara teaching at Coal Hill School (and for that matter Ace and Seven going there). Not Changing Anything is going waaaay beyond that.
See, "the best" is a judgement call, a bit of subjectivity that reasonable people can disagree with. And it's inherently judgmental and more than a little egotistical to MAKE that judgement call
And as I've said, there are no ninjas going to your house to take away your old books. If you want to use the old lore and ignore the new one do so. But complaining that new authors are arrogant enough to have their own take on things is merely complaining that new authors are arrogant enough to produce anything at all. The only way they could be following through with what you are asking for is to not produce any material at all.
And asking them not to produce anything for D&D because you liked some of the old stuff is far more arrogant and egotistical than anything that is being done.
Arranging all those elements into that One True Story is saying that every group that follows some other story is doing it wrong, is doing it "not the best," is somehow not getting what is "really" important.
Then STOP DOING THAT. There is more than one possible take on Tieflings. But you are declaring that the 4e ones are anathema because they don't follow the section on Tieflings that makes no sense with them being a race.
The basis of D&D, according to Mike Mornard (who was in both Gygax' original group and Arneson's) is "We made up some




Why do you want the D&D writers to stop writing what they think would be cool in favour of some fossilised version of D&D that isn't allowed to make things up and have their own takes.
But that's bass-ackwards: groups determine for themselves what is really important, because the best group experiences are customized to that group and not decided from on high.
Which is why the 2E MM with defined tribal organisations and ecologies for cookie cutter worlds is the worst MM ever, but I digress.
WotC's job is to support what we say is important, to empower DMs to make that call themselves, not to tell us what should be important.
Can we cancel 5e then? (And 4e and 3.5 and 3.0). Every time someone produces a game it is about what the game designer considers important.
The IMMENSELY IMPORTANT bit you're missing here is that all X-men stories are passively consumed as told by other people. They can be good or bad, but they are not our stories to tell.
And by your complaints about there being a new take on Tieflings you are consuming the Monstrous Manual far more passively than I consume X-men.
D&D is our story to tell. It isn't Mearls's, or Wyatt's, or Craword's. People determined long before this One True Story was written down what they liked and didn't like about a given rules element, and it is disrespectful to those stories that have come before to imagine that you have the authority to determine for others what their stories should be.
And it is anathema for the very idea of storytelling to fossilise the story in such a way that nothing can be changed. They aren't removing your old books. They are writing new ones.
You are a consumer every bit as much as everyone who watches the X-men and then talks about them. You are consuming the lore produced by Gygax, by Zeb Cook, by Jonathan Tweet, by Monte Cook, by James Wyatt, and by many more. And unlike the average fan-fic writer you can't even be bothered to write a fix-fic and move on.
The very second you talk about the game's historical lore as if it's something sacrosanct you are a consumer and you have lost all rights to look down on other people for being such.
5e's more cautious approach doesn't suffer from that disrespect as much as 4e's did, for sure. The 5e cosmology, like the stories of 5e monsters, seems to make a concentrated effort not to invalidate what came before, but to try and build on it. Of course, there's places where they ignore this -- for some reason everyone uses the Weave now which is just *facepalm*.
Which is about how I feel about the 2e MM.
That might just be because you agree with the designers when they chose thematic elements to make central. My point is that it is not up to the designers to choose those thematic elements for us, it is up to each group to use the elements that they find the most thematically resonant for their own group in the moment, and the designers merely need to help us do that.
It absolutely is up to the designers to choose the thematic elements that make it into their design. If they don't do so then they are not designers. It is up to you to then try to decide how to use those elements and any other elements you care to name. If you don't like them don't use them.