billd91
Not your screen monkey (he/him)
Is there any way we can unpack and really examine this dichotomy between change vs addition from a design perspective? What particular value does it bring? Why should we care about the distinction?
From my perspective, when we're discussing additions here, we're talking about adding something without changing the essence or details of what came before. So earlier in AD&D we had demons and devils. When they added the Blood War, nothing significantly changed about the earlier demon and devil lore, another dimension was added. It's possible the addition could have sparked individual DMs and players to reimagine aspects of the creatures and new roles, but it remained fully backward compatible with the earlier information. The new info can often be ignored by campaigns already in play if they don't want to incorporate it with no extra cost in DM/player effort.
Change, in the context of this discussion, is a change in the essence or significant details of the original information. Think of it as disrupting backward compatibility. 4e provides quite a few examples of this change because the design team set out to, as they described it, "reconcept" lots of aspects of the game, including monsters. For example, archons went from lawful good denizens of the upper plains to chaotic evil beings of elemental chaos. That's in no way, shape, or form backward compatible. It's not an addition - it's a change.
As for why anyone should care about the distinction, that's mostly a question for publishers responsible for the intellectual property. Additions are probably going to gain customer acceptance more easily and quicker, which may translate into being a more successful product in terms of sales and/or customer satisfaction. Changes are probably going to have a harder time achieving the same level of success unless they're particularly good or linked to some other widely regarded improvements (like the changed necessitated by rule changes in 3e D&D). Publishers deciding on whether or not they should add to canonical information or change it should weigh those considerations when deciding what projects to work on and bring to market.
The issue is a consideration for those of us in the customer base because it helps us understand how people may approach published sources for incorporation into their own games or rejection.