The bottom line is it forces DMs to adapt their fluff to the fluff in the core books. Until now, D&D has not done that to its DMs to this degree. Sure, a few spells and gods, but not key building blocks for players to make the characters from. It is a hassle for a DM who doesn't want to have his campaign take these orders or other fluff driven feats into his game. This sort of naming belongs in setting books or sidebars.
The pro-GWA camp make it sound like this is not an issue, or that we are overreacting. But once this box is opened, it can continue to fighting styles, thieves guilds, churches, and other fluff driven by this smattering of assumed setting D&D is placing on the game now.
Even planes of existance and races are not as big a deal. Campaign Setting books usually replace those with their own, but key feats that affect basic class abilities is a big deal and impossible to ban and replace without causing confusion.
Likewise, the customer most stepped on by this is the homebrew DM. The one who has been playing for years and years, loyal through all editions he played. With years of creative and hard work, similar to a writer or artist, he is being told to alter that creation or ignore a potential intrusion into his game.
Should Forgotten Realms or Dragonlance drop these orders into their settings now? Should every D&D setting? I be curious what Tracy Hickman and Margret Weis think. How about asking Ed Greenwood and R.A. Salvatore? At that point, these orders become boring and old hat, impossible to get away from. Next time the creative teams at WOTC start cooking up new settings, they are going to have their hands much more tied than those who worked at TSR. They will see the mistake then.
This issue is bigger than people realize. It smacks in the face of the creative design side of the D&D rules, forcing the DM to use elements against his will. That is a mistake all in all, and steps on the most valuable resource D&D has, its commited and creative Dungeon Masters.
The pro-GWA camp make it sound like this is not an issue, or that we are overreacting. But once this box is opened, it can continue to fighting styles, thieves guilds, churches, and other fluff driven by this smattering of assumed setting D&D is placing on the game now.
Even planes of existance and races are not as big a deal. Campaign Setting books usually replace those with their own, but key feats that affect basic class abilities is a big deal and impossible to ban and replace without causing confusion.
Likewise, the customer most stepped on by this is the homebrew DM. The one who has been playing for years and years, loyal through all editions he played. With years of creative and hard work, similar to a writer or artist, he is being told to alter that creation or ignore a potential intrusion into his game.
Should Forgotten Realms or Dragonlance drop these orders into their settings now? Should every D&D setting? I be curious what Tracy Hickman and Margret Weis think. How about asking Ed Greenwood and R.A. Salvatore? At that point, these orders become boring and old hat, impossible to get away from. Next time the creative teams at WOTC start cooking up new settings, they are going to have their hands much more tied than those who worked at TSR. They will see the mistake then.
This issue is bigger than people realize. It smacks in the face of the creative design side of the D&D rules, forcing the DM to use elements against his will. That is a mistake all in all, and steps on the most valuable resource D&D has, its commited and creative Dungeon Masters.