Snoweel
First Post
Yes, to err is human. But errors remain errors.
Right.
My point is though, that we can't agree on where the error lies because we're human.
Look, I understand all of this. As I said, the position you hold seems to be a reasonable one. I was not criticizing your position, I was criticizing the argument you made about preconceptions. Do you understand the difference?
I have been using my position to illustrate why some people are happy with the amount of fluff in the core books, and why preconceptions are a reason for that.
True, but this wasn't the best example, then. I've run games in which the players' preconceptions come up in the middle of a session. They engage a course of action that reflects those preconceptions. I point this out to them, let them readjust their decisions, and we move on. That's all it takes. It's really not that big of a deal.
Surely there's a tipping point (where the 'reality' of the setting deviates so much from preconceived assumptions of the implied core setting) where it really is 'that big of a deal'. Maybe not for you, but certainly for others.
Okay, let's stop for a moment here. I'm not disagreeing with the position you hold, as I stated above. But the reasons you give here don't work.
Mate, if they work for even one person (in this case, me) then they work. That's simple logic. I've stated repeatedly that my argument doesn't apply to everyone which is why some people aren't happy with the fluff of the core books.
Let's say it's true that if I want to go against lots of established flavor, I need to write up a 20 page document in order to let the players know what to expect in my campaign. If the players really need all that information before we can start playing, then what happens if there is no flavor?
Then you'd probably have to write up some kind of campaign guide. Which is why I'm not a fan of 'no fluff' either.
I'd have to give them everything myself, wouldn't I?
Yep.
That would go beyond your hypothetical 20 pages.
Not necessarily.
Now, of course, this is ludicrous. As we both know, I don't need to give that much information just to start a campaign (although I could if I wanted to). Rather, I can just give them a basic overview, and fill them in as we play the campaign. But if that's true, then the starting point (the claim you make at the start of the previous paragraph) is not true. I don't need to write up pages and pages of flavor.
I put it to you that not knowing something isn't the same as having erroneous knowledge about something.
Just as I can tell players, "Don't assume that things are the same as Lord of the Rings," I can also tell my players, "Don't assume that things are always the same as what's in the core books. If at some point in the campaign, you (as the player) makes an assumption that your character would know to be false, I'll point it out." Simple.
It's only simple if you expect your players to make you aware of all their assumptions. But humans don't convey our thoughts that way. In fact, we usually don't even consciously think that way. How do you expect to know a player's assumptions when she might not be fully aware of them herself? (See? Mixing up the gender. Everything I learned about political correctness I learned from WotC.)
I repeat, this is not a challenge to your claim about a "happy medium". Of course different people have different preferences about that. It's a challenge to your argument that player preconceptions is a reason to include less flavor. Maybe less flavor is better, I'm just saying that this argument does not establish that.
Player preconceptions is definitely a reason to include less flavour because it's an issue at least some of us have had to deal with. It might not be an issue for everyone (in fact I know it isn't because it's clearly not an issue for you) but for some of us it is and it has been in the past.
I suggest it's one reason many people don't like to use published settings. But before you jump the gun I repeat it is only one reason. Even preconceptions of liberal democracy have been an issue at my table.
To restate, I think too much fluff, and no fluff at all are both less than ideal in the core books. However, for different reasons. Only too much fluff raises the issue of player preconceptions.
Hyperbole is making an exaggerated claim. I was not exaggerating. I was drawing an implication, as I've explained above. I am not saying that you believe something you didn't state, and I'm not saying that you assumed something you didn't state. I'm saying that if you follow the logic of what you did state, you end up with a ludicrous conclusion. Therefore, what you stated (about preconceptions, not about anything else) is faulty.
I think you're hearing something I'm not saying.
I'm actually very careful with my logic and absolute statements and I don't see how you could have a problem with my argument unless you've missed a qualifier somewhere.
The implication you're drawing doesn't fit. If I say some DMs will experience problems at the table due to player preconceptions caused by too much core fluff, that can't be reduced. Do you think I'm saying all DMs will experience that problem? Or do you think I'm also applying this argument o the problem of no fluff at all (which I believe is a different problem)?
Or does your argument hinge on the subjective fact that because you've got no problem correcting your players' assumptions as they become an issue (notwithstanding the probability that neither you nor the player will even be made aware of all of the player's assumptions until long after they've become an issue, if at all) then no DM should have a problem with it?
Further, I really don't know why you keep coming back to this argument. If you really believe that it's all about personal preference, why do you keep trying to show that less flavor is better?
I'm not trying to show that less flavour is better; I've been saying that the right amount of flavour is better. That is, neither too much nor too little.
You're the one who's been saying more flavour should suit everybody because the people who want less flavour can just ignore it. I disagree and I've explained why it's not that simple.
Of course they are. But do you believe they're fully rational pure money-makers that exist in a completely context-free environment? That they're in business to make money can be taken for granted. What goes on in any business is rather complex; they are many factors, from the profit motive to intra-company politics, that influence what a company does. All I was saying is that tossing out "market research" does not mean we can't critique what they do (or don't do).
No, you seemed to imply that they don't do market research. That or it doesn't inform their decisions.
D&D isn't owned by gamers anymore, it's owned by shareholders. That says to me that standard business practices are used in the development, testing and marketing of the company's products.