Well, I'd point to R.A Salvatore and Weiss and Hickman to show the mistake of that. Best selling authors whose work has been derived straight from DnD.
Hussar said:
Would Dragonlance have been half as popular if it was published in the 60's? I don't think so. Would a certain dual wielding DROW made the best sellers list without DND? Not a chance. No one would even know what a drow is without DnD.
Please forgive my choice of words, but it's late and I can't think of a more appropriate way to put this:
This is a nonsense argument.
First, you can't prove a negative, so saying that somthing couldn't exist is meaningless. Second, it's a weak semantic argument: Drow wouldn't have existed without D&D, so stories about dark-skinned earth fairies that want to take over the surface and take revenge on their kin couldn't have been written before the game was developed?
The fact that Salvatore and Hickman are popular can be attributed to the style of writing without regard to the inspiration - see the aforementioned example of Steel and Sheldon. If you have data that show that everyone who reads those books is a D&D player, then I think you may be on to something - however, I'm willing to be that there are many readers who read the books but never play the game, or have tried it but don't play it regularly, yet read the stories anyway.
Hussar said:
Is DnD based on the early "Golden Age" fantasy works? Of course. There's no denying it. Does that mean that we should lock DnD into the same forms and ignore the wealth of information brought out by new fantasy authors? Of course not. Both the genre and the game evolve as new ideas and concepts are explored. You can't ever really go back.
One thing you can go back to, however, are my posts a few pages ago where I said the same thing.
D&D is a reflection of the current state of the genre and its influences, including its own not-insignificant contributions - it's
Dragonlance and the Realms and the Wheel of Time and Lodoss War and
Civilization as well as Thoth-Amon and Lankhmar and
Lookfar and the Beornings. And though I don't like it, or play it any longer, it is right that it should be so, IMHO.
Hussar said:
It's no longer enough to crank out a dungeon crawl in the middle of the wilderness for no reason other than to give the players something to kill. Dungeons need to have an ecology to increase verisimilitude.
May I suggest,
Hussar, that your tastes are not necessarily the tastes of all gamers, that there are in fact some very good adventures that ignore ecological verisimilitude and yet are entirely consistent with their game-world. White Plume Mountain is not supposed to reflect an ecology - it's a trap- and monster-filled test for adventurers created by a crazy wizard using powerful magic to protect more magic. It's
supposed to defy logic.
Hussar said:
Twenty years ago, you didn't need a reason for that orc in the 10 foot room guarding a chest. No one cared. We do now. Because, as gamers, we've evolved and changed, and, well, become considerably more sophisticated....I for one, would never want to go back to the days when the DM could simple wave away any sort of nod towards realism and just plunk down 10 different kinds of humanoids in the middle of a ravine with nothing to eat, a half days walk from a fortress. As a DM, I would never want to present this to my players without a pretty good explanation.
Twenty-five years ago we weren't all writing or playing orc 'n' pie adventures, either - where do you think those ideas of how to design adventures, campaigns, and worlds originated?