D&D 4E What do you think should be the primary source of inspiration for 4ed flavor?

What should the primary source of inspiration for fluff be?

  • D&D tradition

    Votes: 71 38.8%
  • Real world mythology and folklore

    Votes: 45 24.6%
  • Modern fantasy literature

    Votes: 20 10.9%
  • The design team should come up with new and creative ideas

    Votes: 47 25.7%

I voted "D&D Tradition" but to me that would also include modern fantasy literature. This is because the original D&D was influenced heavily by the popular fantasy literature of the time.

It seems that the current 4e design (and late 3.5 design) is making the same mistake that 2e did: the designers seem to be working in enclosed RPG space. That is, their ideas are evolving from games (D&D mechanics and MMORPGs) instead of literature.

The most grievous example of this is the endless and lazy compounding of words in order to make new "fantasy" words. The inclusion of things such as "city magic" (Cityscape, not 4e) and "emerald frost" are other metagenre offenses that belong on the face of a magic card, not in a RPG.

Looking toward a game mechanic for design inspiration -- or converting information from a video game which was influenced by D&D to begin with -- dilutes the final product more than it refines it. It becomes a process of "I want to create something that will allow for a certain mechanical combination of numbers" first and a flimsy justification for its inclusion second.
 

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Personally I voted Modern Fantasy Literature, because ALL Fantasy Literature wasn't an option. I'd also change literature to "fiction", though not media, because that word stinks of anime to me.

I think real-world mythology is probably the WORST place to draw from for D&D, because other people have done it better and will continue to do so, and honestly, the real world is very... er... un-D&D.

As for designers just making shiz up, well that's cool, so long as they avoid simply indulging themselves.

D&D tradition is a sad inevitability.
 


Imaro said:
The thing I lked about the Great Wheel cosmology was that it was distincly D&D.
Asgard and the Nine Hells (and Hades, and Elysium, etc.) were distinctly D&D?
 
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Option that should be in the poll

My answer to this question is not in the poll options, but here it is.

Tacos.

4th Edition should have the tasty and crunch flavour of Tacos.

END COMMUNICATION
 

The primary source of inspiration for D&D flavour? Hmm...

Any fantasy anywhere?

Maybe some sci-fi on the edges. Some post-apocalyptic and old west thrown in every once in awhile. And other genres of course. But the primary should be anything that resembles fantasy. Good fantasy, but fantasy.
 


I voted 'modern fantasy' because there are just some interpretations going around that I really like (Hamilton's take on Faerie in the Merry Gentry series, Butcher's take on same & more in the Dresden Files).
 

Grog said:
Asgard and the Nine Hells (and Hades, and Elysium, etc.) were distinctly D&D?
Elements of the old cosmology are certainly drawn from other places, but anyone who has ever read any of the Planescape books (whether or not they liked them) will agree that it had a very distinctive portrayal of them, and of the universe in general. 3e and 3.5e inherited this depiction as well, if a little watered down.

I voted for D&D tradition, but that's not really an accurate indication of my views.

I don't particularly care for my fluff to be too infused with real-world myth and legend, because I've already read real world myths and legends. If I wanted to enjoy Christian allegory, I'll read the Chronicles of Narnia. I don't need Paradise Lost replaying itself in my cosmology.

I feel similarly about things from modern fantasy literature. I've read most of it; I don't need to have it replayed in my games.

Now, I'm not saying that cool and interesting concepts can't be adapted from myth and modern fantasy, just that, if they're going to be included, I don't want them to be recognizable. It's fine if a designer wants to include elements from Paradise Lost, but take the elements you want to include, and adapt them to D&D; don't just transplant them. Similarly for adaptations from fantasy literature.

So, in general, I believe that new fluff should come from D&D tradition (maintaining the feel of the game) and new creations (perhaps inspired by myth or modern fantasy, but not transplanted from them).
 

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