Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RenleyRenfield" data-source="post: 9838103" data-attributes="member: 7044197"><p>There is a world of difference in the quality of person, when one says <em>"I prefer X because my taste/interests is Y." </em> versus the person who says <em>"X is a terrible change, I wanted Y and they didn't do that, so this thing is terrible."</em> People can work with and build off the first. Not much of anything can be done with the second.</p><p></p><p>One is someone saying what they like and what they hoped to see. The other is an entitled person thinkin their desires were the only ones that mattered. Again, see my star wars convention example... </p><p></p><p>I think you made interesting point in your WoD example. Like your example of initial changes or lore introduction to WoD stuff, there are other games that greatly benefit from that too. Maybe there was some aspect you fell in love with for some game's lore early on. But after time, you see that the changes they made enabled the game to be played more to what you actually wanted. In fact, lore/metaplot a retcon, especially in 90s rpgs, can go a long ways towards a game playing the way you thought it did - far better than the original lore. </p><p></p><p>My example is vampire. Going from poorly developed Sabbat metaplots to deeply rich Lancea Sanctum was a HUGE lore change, but Lancea is sooo much better! And really, it was a tiny effort to bring in any old aspects of Sabbat i did like. </p><p></p><p>Heck, some changes to lore and metaplot seem so big when read the first time. Then playing through you are like, <em>"oh, this is basically the same as before, just framed different or with changes that don't change what it is or does, and also better enable other areas the game desperately needed."</em> </p><p></p><p>I think someone else mentioned that- game <em>design </em>is not really in the mind of the player/consumer. Its a much more broad view of what its like to actually play the game, play it lots, and play it many different ways. So lore changes are better, and its backed by other elements of the game that are now better supported, ones that benefit even the most bull-headed of "I never want changes" players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Oh hey, this guys a badguy now, and these factions are no longer framed as this exact list of factions = that fixed soooo much about vampire that they kept that process/lore in v5 too. While still enabling old sabbat play. Other old games/lore will benefit from this too.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9838103, member: 7044197"] There is a world of difference in the quality of person, when one says [I]"I prefer X because my taste/interests is Y." [/I] versus the person who says [I]"X is a terrible change, I wanted Y and they didn't do that, so this thing is terrible."[/I] People can work with and build off the first. Not much of anything can be done with the second. One is someone saying what they like and what they hoped to see. The other is an entitled person thinkin their desires were the only ones that mattered. Again, see my star wars convention example... I think you made interesting point in your WoD example. Like your example of initial changes or lore introduction to WoD stuff, there are other games that greatly benefit from that too. Maybe there was some aspect you fell in love with for some game's lore early on. But after time, you see that the changes they made enabled the game to be played more to what you actually wanted. In fact, lore/metaplot a retcon, especially in 90s rpgs, can go a long ways towards a game playing the way you thought it did - far better than the original lore. My example is vampire. Going from poorly developed Sabbat metaplots to deeply rich Lancea Sanctum was a HUGE lore change, but Lancea is sooo much better! And really, it was a tiny effort to bring in any old aspects of Sabbat i did like. Heck, some changes to lore and metaplot seem so big when read the first time. Then playing through you are like, [I]"oh, this is basically the same as before, just framed different or with changes that don't change what it is or does, and also better enable other areas the game desperately needed."[/I] I think someone else mentioned that- game [I]design [/I]is not really in the mind of the player/consumer. Its a much more broad view of what its like to actually play the game, play it lots, and play it many different ways. So lore changes are better, and its backed by other elements of the game that are now better supported, ones that benefit even the most bull-headed of "I never want changes" players. :) Oh hey, this guys a badguy now, and these factions are no longer framed as this exact list of factions = that fixed soooo much about vampire that they kept that process/lore in v5 too. While still enabling old sabbat play. Other old games/lore will benefit from this too. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
Top