I am not sure it is really fair to accuse Wizards of making this decision based on profit. Yes, profit is a motivation, but the underlying reason their current release plan is more profitable is because they are focusing on what the majority of players want. As has already been pointed out, there were 17 full adventures (and starter sets and anthologies in addition) coming into 5.5, so a significant amount of compatible content to hold folks over while they lay the foundation for the new system.
I also think it is important to note the new development team has a very strong adventure writing background - but their strength comes from their unique and diverse styles. This was a pretty big - and, frankly, necessary - transition for internal culture at D&D. Sourcebooks are more factual in their nature, meaning they do not have the same degree of the writer’s personality as a narrative adventure. A lot of the recent content was clearly started in development under the old team - and things like sourcebooks are much easier to hand off. We really have not had enough time to see what the new team has cooking, but their background does suggest they too like writing adventures.
I think Deadfall will be the proof of the new development team's path and what we would expect in the next years.
Not sure I agree, we’ve been told before adventures take several years to make so I suspect this is the Red Wizard adventure announced about three years ago (or at least recycled parts of it) so I think it’s more the last gasp of Crawford and Perkins rather than the first release from the new guys, most of whom only started in January. Worth noting Perkins is a huge Ravenloft fan so that book is also probably a hold over
Oh, I didn't know that. I'm not aware of the development teams. Could you enlighten me, please? I don't know who Crawford and Perkins are and why there's a new team right now.
Chris Perkins and Jeremy Crawford were game designers at wizards of the coast for decades until they recently retired to work at a smaller studio. They were the go to people when you wanted to know something as they literally wrote the book on them. People still talk about J-Craw's rulings when using the 2014 ruleset. With them retiring a new team has been assembled, and they will need time to produce anything new because adventure creation is one of the most labor intensive parts of this. Checking lore facts, writting characters and NPCs, writting scenarios that have meaningful branches, encounter balancing, map making, loot tables with quest related items or things that might be needed for that type of adventure.....
It is like writing a novel but far more complicated because people will be playing them, then making choices you never thought of and you still have to give the DM ways to deal with the unexpected.
Rollback Post to RevisionRollBack
He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
I am not sure it is really fair to accuse Wizards of making this decision based on profit. Yes, profit is a motivation, but the underlying reason their current release plan is more profitable is because they are focusing on what the majority of players want. As has already been pointed out, there were 17 full adventures (and starter sets and anthologies in addition) coming into 5.5, so a significant amount of compatible content to hold folks over while they lay the foundation for the new system.
I also think it is important to note the new development team has a very strong adventure writing background - but their strength comes from their unique and diverse styles. This was a pretty big - and, frankly, necessary - transition for internal culture at D&D. Sourcebooks are more factual in their nature, meaning they do not have the same degree of the writer’s personality as a narrative adventure. A lot of the recent content was clearly started in development under the old team - and things like sourcebooks are much easier to hand off. We really have not had enough time to see what the new team has cooking, but their background does suggest they too like writing adventures.
I think Deadfall will be the proof of the new development team's path and what we would expect in the next years.
Not sure I agree, we’ve been told before adventures take several years to make so I suspect this is the Red Wizard adventure announced about three years ago (or at least recycled parts of it) so I think it’s more the last gasp of Crawford and Perkins rather than the first release from the new guys, most of whom only started in January. Worth noting Perkins is a huge Ravenloft fan so that book is also probably a hold over
Oh, I didn't know that. I'm not aware of the development teams. Could you enlighten me, please? I don't know who Crawford and Perkins are and why there's a new team right now.
Chris Perkins and Jeremy Crawford were game designers at wizards of the coast for decades until they recently retired to work at a smaller studio. They were the go to people when you wanted to know something as they literally wrote the book on them. People still talk about J-Craw's rulings when using the 2014 ruleset. With them retiring a new team has been assembled, and they will need time to produce anything new because adventure creation is one of the most labor intensive parts of this. Checking lore facts, writting characters and NPCs, writting scenarios that have meaningful branches, encounter balancing, map making, loot tables with quest related items or things that might be needed for that type of adventure.....
It is like writing a novel but far more complicated because people will be playing them, then making choices you never thought of and you still have to give the DM ways to deal with the unexpected.
I do not think it is bad that Perkins and Crawford left - both of them had been telegraphing that was their plan for years and both acknowledged their inflexibility and static perspective held the game back at times. Frankly, I kind of wish they had taken a bit of a backseat in 5.5e design - while I like the rework overall and think it improved on 5e’s design, there’s a few places it could have benefited from being a bit bolder.
The new team is a mix of designers with fairly impressive e pedigrees. These include folks who worked with Wizards either as staff or contractors, including several award winning designers for products like Radiant Citadel. They also include some designers from major third party publishers, like Ghostfire Games, known for more interesting monster design than the rather dull offerings of the Crawford and Perkins era. I also believe they poached one of the major designers from Pathfinder, who also had a history working on D&D products a while ago. Importantly, the new team reflects a more multicultural approach and focus on representing different cultures than the mostly-Eurocentric fantasy of the prior developer. Their history shows they are capable of introducing new types of setting and theme, without losing the core identity that makes those settings relatable to everyone regardless of background.
Overall, the new team is extremely talented and very promising. They hold a mix of longstanding institutional knowledge within Wizards and fresh perspectives from across the industry. And it looks like they assembled a team specifically to focus on longstanding 5e weaknesses - uninteresting monster design, homogenous setting design, etc.
I know nothing of the new team, and while I will miss Chris Perkins and Jeremy Crawford, I don't begrudge them leaving. They have been at WoTC a long time, and I am sure the smaller studio (Darrington press) will be far more sedate in their expectations on the pair.
Rollback Post to RevisionRollBack
He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
I do not think it is bad that Perkins and Crawford left - both of them had been telegraphing that was their plan for years and both acknowledged their inflexibility and static perspective held the game back at times. Frankly, I kind of wish they had taken a bit of a backseat in 5.5e design - while I like the rework overall and think it improved on 5e’s design, there’s a few places it could have benefited from being a bit bolder.
The new team is a mix of designers with fairly impressive e pedigrees. These include folks who worked with Wizards either as staff or contractors, including several award winning designers for products like Radiant Citadel. They also include some designers from major third party publishers, like Ghostfire Games, known for more interesting monster design than the rather dull offerings of the Crawford and Perkins era. I also believe they poached one of the major designers from Pathfinder, who also had a history working on D&D products a while ago. Importantly, the new team reflects a more multicultural approach and focus on representing different cultures than the mostly-Eurocentric fantasy of the prior developer. Their history shows they are capable of introducing new types of setting and theme, without losing the core identity that makes those settings relatable to everyone regardless of background.
Overall, the new team is extremely talented and very promising. They hold a mix of longstanding institutional knowledge within Wizards and fresh perspectives from across the industry. And it looks like they assembled a team specifically to focus on longstanding 5e weaknesses - uninteresting monster design, homogenous setting design, etc.
Interesting. It looks promising. We'll see what path they take. I do appreciate your time to type that message. Thank you for all that information. ❤️
By the way, whose idea was to change orc lore and make them become a nomadic people with "Mexican" culture traits? Perkin and Crawford's? 🤭
By the way, whose idea was to change orc lore and make them become a nomadic people with "Mexican" culture traits? Perkin and Crawford's? 🤭
I think you may be conflating art for lore. The picture you are referencing is found in the player handbook’s page on orcs and depicts an orcish family traversing the desert. Design and art were very clear that their goals with the player handbook art was to showcase a bunch of different environments and members of each species engaging in activities other than just the stereotypical (which is why the art shows a barbarian with a big axe, but also rangers, children, and other less traditionally “orcish” characters).
It is evident the artist drew on the American southwest for their orc piece, but that was a stylistic decision, not to be taken as gospel for orc culture. In fact, if you read the very brief lore associated with orcs, absolutely nothing contained therein would say orcs are to be played as if they’re from the desert.
What Perkins and Crawford did do to orcs is to remove the default lore of their being savages and the direction that they are to be considered evil as part of their fundamental nature. Both of those elements were intentionally added by Gary Gygax to further racism - he regularly admitted he used orcs as a stand in for real world cultures he found biologically inferior. With cultural reckonings occurring in 2020, the old leadership team correctly decided “maybe we should give a second look at the species the game’s co-founder used to promote his real-world views supporting eugenics and genocide.” Hence why the new default lore is pretty simple - it provides the absolute minimum you need for a general vibe, while leaving it up to individual dungeon masters, players, and setting books to flesh out how the species exists in their particular worlds.
I think that should answer both why you are reading a bit too much into a simple piece of art as well as explain what was actually done with orcs by the old leadership team as they transitioned to 5.5.
By the way, whose idea was to change orc lore and make them become a nomadic people with "Mexican" culture traits? Perkin and Crawford's? 🤭
I think you may be conflating art for lore. The picture you are referencing is found in the player handbook’s page on orcs and depicts an orcish family traversing the desert. Design and art were very clear that their goals with the player handbook art was to showcase a bunch of different environments and members of each species engaging in activities other than just the stereotypical (which is why the art shows a barbarian with a big axe, but also rangers, children, and other less traditionally “orcish” characters).
It is evident the artist drew on the American southwest for their orc piece, but that was a stylistic decision, not to be taken as gospel for orc culture. In fact, if you read the very brief lore associated with orcs, absolutely nothing contained therein would say orcs are to be played as if they’re from the desert.
What Perkins and Crawford did do to orcs is to remove the default lore of their being savages and the direction that they are to be considered evil as part of their fundamental nature. Both of those elements were intentionally added by Gary Gygax to further racism - he regularly admitted he used orcs as a stand in for real world cultures he found biologically inferior. With cultural reckonings occurring in 2020, the old leadership team correctly decided “maybe we should give a second look at the species the game’s co-founder used to promote his real-world views supporting eugenics and genocide.” Hence why the new default lore is pretty simple - it provides the absolute minimum you need for a general vibe, while leaving it up to individual dungeon masters, players, and setting books to flesh out how the species exists in their particular worlds.
I think that should answer both why you are reading a bit too much into a simple piece of art as well as explain what was actually done with orcs by the old leadership team as they transitioned to 5.5.
Interesting. I like the fact that they've changed orc lore and now orcs are not inherently evil, but I disagree with you regarding simplyfing most races' lore. I think the new edition lacks depth compared to 2014.
I didn't know about Gary Gygax's racist perspectives. It's sad (and pathetic) to see people thinking their skin colour makes them superior, or thinking a culture is superior if its GDP is higher. Pity.
Interesting. I like the fact that they've changed orc lore and now orcs are not inherently evil, but I disagree with you regarding simplyfing most races' lore. I think the new edition lacks depth compared to 2014.
I think you missed a key point - they are simplifying the *default* lore in the player handbook, instead allowing those species to be explored on an individual basis, including in setting specific official content.
The old default lore actually ended up simplifying the game more than it added complexity. It created a singular “right” way to play certain species, and that ended up precluding “wrong” ways to play. It also led to issues when you were in alternative settings. most players’ primary exposure to the game is through the PHB, but most games are not set in the same world as the PHB. This led to issues such as a player reading and internalizing Forgotten Realms orc lore from the PHB, then having to drastically change their characters when told “sorry, Eberron orcs are very different.” Then there were unfortunate longstanding issues with gatekeeping, with folks going so far as to say “you’re playing the game wrong” for not following the default.
It is also worth noting, none of the lore was erased - all Forgotten Realms lore still exists out there, and, frankly, is better organized and accessible through resources like the FR Wiki. There’s five decades of lore out there for the taking - it is not exactly the best use of page space in a core book designed to cover the basics of playing.
So, while I completely understand where you’re coming from, the counterintuitive reality based on decades of data is that by moving lore from the PHB into specific setting books actually ends up increasing the complexity of the game overall, not simplifying it.
Interesting. I like the fact that they've changed orc lore and now orcs are not inherently evil, but I disagree with you regarding simplyfing most races' lore. I think the new edition lacks depth compared to 2014.
I think you missed a key point - they are simplifying the *default* lore in the player handbook, instead allowing those species to be explored on an individual basis, including in setting specific official content.
The old default lore actually ended up simplifying the game more than it added complexity. It created a singular “right” way to play certain species, and that ended up precluding “wrong” ways to play. It also led to issues when you were in alternative settings. most players’ primary exposure to the game is through the PHB, but most games are not set in the same world as the PHB. This led to issues such as a player reading and internalizing Forgotten Realms orc lore from the PHB, then having to drastically change their characters when told “sorry, Eberron orcs are very different.” Then there were unfortunate longstanding issues with gatekeeping, with folks going so far as to say “you’re playing the game wrong” for not following the default.
It is also worth noting, none of the lore was erased - all Forgotten Realms lore still exists out there, and, frankly, is better organized and accessible through resources like the FR Wiki. There’s five decades of lore out there for the taking - it is not exactly the best use of page space in a core book designed to cover the basics of playing.
So, while I completely understand where you’re coming from, the counterintuitive reality based on decades of data is that by moving lore from the PHB into specific setting books actually ends up increasing the complexity of the game overall, not simplifying it.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
New players that start with 2024 rules will never know anything about the Underdark and how drow society works if they wanted to create a Drow. I mean, yeah, they will not know about the "evil drow society" and, therefore, they won't have that prejudice towards drows, but isn't that culture what shapes most drows?
It's true, though, that 5e 2014 had "narrow" races in terms of personality, and even some races were more orientated towards certain classes, which is something I dislike (that's why I love how backgrounds work in 5.5).
Maybe my point of view is biased because I love Forgotten Realms' lore and I feel that with 5.5 it has been oversimplified. I think I should see the bigger picture, taking into account the other universes that exist in DnD.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
Well, I don't see it as "wasted space" at all. I use that lore with my players and they want me to expand their knowledge about Toril. None of my players have ever complained about the lore of the world they are playing in, quite the opposite.
I disagree with your perspective because it's like saying that, for example, all the pages explaining LotR lore in the LotR Roleplaying are a waste of space.
If you are playing in a certain campaign setting, the lore of that setting matters, in my opinion.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
What do you base that on? In my experience, a lot of games do in fact use published lore.
I’d call them “suggestions” myself, but the point stands. Especially since a species culture can vary from world to world so having a breakdown down on how Orcs, Elves, and Humans interact with each other in Faerun would be different than how they’d interact in Ebberon which would be different than how they’d interact in Dragonlance etc
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
Well, I don't see it as "wasted space" at all. I use that lore with my players and they want me to expand their knowledge about Toril. None of my players have ever complained about the lore of the world they are playing in, quite the opposite.
I disagree with your perspective because it's like saying that, for example, all the pages explaining LotR lore in the LotR Roleplaying are a waste of space.
If you are playing in a certain campaign setting, the lore of that setting matters, in my opinion.
But that’s exactly the point, the lore for Toril only applies to Toril so for anyone not playing a game in that setting putting that lore in the PHB is not only wasted space but actually counter productive because players read it without realising it might not be accurate. I set most of my campaigns in Eberron where the lore for the Drow is significantly different from the Underdark lolth worshipers you mentioned so my players would have to unlearn what they read in the PHB. The plan with 5.5 is to leave that out the core books and only put it in books specifically about a setting, which is actually exactly what the Lord of the Rings books did
Well the Eberron: Forge of the Artificer book didn't include anything about the species from the PHB.
But Eberron: Rising from the Last War does, and as is clearly stated in the very first sentence of FotA, “This book is an extensive supplement to Eberron: Rising from the Last War.” The very clear and obvious intent is that the books be used in conjunction and thus there is no point in repeating lore already contained in the companion book.
It's sad to see that the decision has to do with making profit.
It's a business, and they have finite resources; money put into adventures is money not put into something else that maybe people want more. It's not like they aren't producing any adventures, they're just prioritizing other things more.
Well, if you have a look at what they are doing, I doubt that's what people really want to see. I mean, they are just "revamping" stuff: The Horrors Within and Arcana Unleashed are basically updated old content. They are barely creating anything new.
Moreover, I don't think the 10 years of 5e 2014 had been a disaster financially speaking: people bought the adventure modules.
What I'm trying to say is I don't see an improvement in the quality of the content they are publishing. If they had stopped creating adventure modules in order to give us other things with a better quality, I'd accept it, but, in my humble opinion, that's not what's happening, and it's sad.
I mean they DO have a ton of content they need to update to 5.5 or else a lot of players will probably riot haha. Everyone wants their favorite subclasses to work with the new rules and not get left behind.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
Well, I don't see it as "wasted space" at all. I use that lore with my players and they want me to expand their knowledge about Toril. None of my players have ever complained about the lore of the world they are playing in, quite the opposite.
I disagree with your perspective because it's like saying that, for example, all the pages explaining LotR lore in the LotR Roleplaying are a waste of space.
If you are playing in a certain campaign setting, the lore of that setting matters, in my opinion.
But that’s exactly the point, the lore for Toril only applies to Toril so for anyone not playing a game in that setting putting that lore in the PHB is not only wasted space but actually counter productive because players read it without realising it might not be accurate. I set most of my campaigns in Eberron where the lore for the Drow is significantly different from the Underdark lolth worshipers you mentioned so my players would have to unlearn what they read in the PHB. The plan with 5.5 is to leave that out the core books and only put it in books specifically about a setting, which is actually exactly what the Lord of the Rings books did
Well, Forgotten Realms is the default campaign setting for DnD, so I guess it makes sense if the explanations are more focused on Toril. I think they could add more paragraphs explaining that drows are different in other universes, like Eberron, for example. I wouldn't see that as wasted space, but as a lore enrichment. 😊
My Gnoll snoot smells Bait. Think this might be become a rage trap.
Rollback Post to RevisionRollBack
He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
To post a comment, please login or register a new account.
Chris Perkins and Jeremy Crawford were game designers at wizards of the coast for decades until they recently retired to work at a smaller studio. They were the go to people when you wanted to know something as they literally wrote the book on them.
People still talk about J-Craw's rulings when using the 2014 ruleset. With them retiring a new team has been assembled, and they will need time to produce anything new because adventure creation is one of the most labor intensive parts of this. Checking lore facts, writting characters and NPCs, writting scenarios that have meaningful branches, encounter balancing, map making, loot tables with quest related items or things that might be needed for that type of adventure.....
It is like writing a novel but far more complicated because people will be playing them, then making choices you never thought of and you still have to give the DM ways to deal with the unexpected.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
Thanks for the explanation :)
Is it bad that they left? What do you think?
What do we know about the new team?
Thanks again.
I do not think it is bad that Perkins and Crawford left - both of them had been telegraphing that was their plan for years and both acknowledged their inflexibility and static perspective held the game back at times. Frankly, I kind of wish they had taken a bit of a backseat in 5.5e design - while I like the rework overall and think it improved on 5e’s design, there’s a few places it could have benefited from being a bit bolder.
The new team is a mix of designers with fairly impressive e pedigrees. These include folks who worked with Wizards either as staff or contractors, including several award winning designers for products like Radiant Citadel. They also include some designers from major third party publishers, like Ghostfire Games, known for more interesting monster design than the rather dull offerings of the Crawford and Perkins era. I also believe they poached one of the major designers from Pathfinder, who also had a history working on D&D products a while ago. Importantly, the new team reflects a more multicultural approach and focus on representing different cultures than the mostly-Eurocentric fantasy of the prior developer. Their history shows they are capable of introducing new types of setting and theme, without losing the core identity that makes those settings relatable to everyone regardless of background.
Overall, the new team is extremely talented and very promising. They hold a mix of longstanding institutional knowledge within Wizards and fresh perspectives from across the industry. And it looks like they assembled a team specifically to focus on longstanding 5e weaknesses - uninteresting monster design, homogenous setting design, etc.
I know nothing of the new team, and while I will miss Chris Perkins and Jeremy Crawford, I don't begrudge them leaving. They have been at WoTC a long time, and I am sure the smaller studio (Darrington press) will be far more sedate in their expectations on the pair.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
Interesting. It looks promising. We'll see what path they take. I do appreciate your time to type that message. Thank you for all that information. ❤️
By the way, whose idea was to change orc lore and make them become a nomadic people with "Mexican" culture traits? Perkin and Crawford's? 🤭
Thanks again!
I think you may be conflating art for lore. The picture you are referencing is found in the player handbook’s page on orcs and depicts an orcish family traversing the desert. Design and art were very clear that their goals with the player handbook art was to showcase a bunch of different environments and members of each species engaging in activities other than just the stereotypical (which is why the art shows a barbarian with a big axe, but also rangers, children, and other less traditionally “orcish” characters).
It is evident the artist drew on the American southwest for their orc piece, but that was a stylistic decision, not to be taken as gospel for orc culture. In fact, if you read the very brief lore associated with orcs, absolutely nothing contained therein would say orcs are to be played as if they’re from the desert.
What Perkins and Crawford did do to orcs is to remove the default lore of their being savages and the direction that they are to be considered evil as part of their fundamental nature. Both of those elements were intentionally added by Gary Gygax to further racism - he regularly admitted he used orcs as a stand in for real world cultures he found biologically inferior. With cultural reckonings occurring in 2020, the old leadership team correctly decided “maybe we should give a second look at the species the game’s co-founder used to promote his real-world views supporting eugenics and genocide.” Hence why the new default lore is pretty simple - it provides the absolute minimum you need for a general vibe, while leaving it up to individual dungeon masters, players, and setting books to flesh out how the species exists in their particular worlds.
I think that should answer both why you are reading a bit too much into a simple piece of art as well as explain what was actually done with orcs by the old leadership team as they transitioned to 5.5.
Interesting. I like the fact that they've changed orc lore and now orcs are not inherently evil, but I disagree with you regarding simplyfing most races' lore. I think the new edition lacks depth compared to 2014.
I didn't know about Gary Gygax's racist perspectives. It's sad (and pathetic) to see people thinking their skin colour makes them superior, or thinking a culture is superior if its GDP is higher. Pity.
Thanks for the explanation! I do appreciate it. 😊
I think you missed a key point - they are simplifying the *default* lore in the player handbook, instead allowing those species to be explored on an individual basis, including in setting specific official content.
The old default lore actually ended up simplifying the game more than it added complexity. It created a singular “right” way to play certain species, and that ended up precluding “wrong” ways to play. It also led to issues when you were in alternative settings. most players’ primary exposure to the game is through the PHB, but most games are not set in the same world as the PHB. This led to issues such as a player reading and internalizing Forgotten Realms orc lore from the PHB, then having to drastically change their characters when told “sorry, Eberron orcs are very different.” Then there were unfortunate longstanding issues with gatekeeping, with folks going so far as to say “you’re playing the game wrong” for not following the default.
It is also worth noting, none of the lore was erased - all Forgotten Realms lore still exists out there, and, frankly, is better organized and accessible through resources like the FR Wiki. There’s five decades of lore out there for the taking - it is not exactly the best use of page space in a core book designed to cover the basics of playing.
So, while I completely understand where you’re coming from, the counterintuitive reality based on decades of data is that by moving lore from the PHB into specific setting books actually ends up increasing the complexity of the game overall, not simplifying it.
I see your point. I'd argue that most players don't really buy other books besides the PHB, and their only contact with DnD lore is that book—or what their DM tells them—. That reduces, in my opinion, new players' knowledge of the world they are going to play in, and I think lore is important to shape your character.
New players that start with 2024 rules will never know anything about the Underdark and how drow society works if they wanted to create a Drow. I mean, yeah, they will not know about the "evil drow society" and, therefore, they won't have that prejudice towards drows, but isn't that culture what shapes most drows?
It's true, though, that 5e 2014 had "narrow" races in terms of personality, and even some races were more orientated towards certain classes, which is something I dislike (that's why I love how backgrounds work in 5.5).
Maybe my point of view is biased because I love Forgotten Realms' lore and I feel that with 5.5 it has been oversimplified. I think I should see the bigger picture, taking into account the other universes that exist in DnD.
The majority of games do not use published lore, which means that lore in the PHB is just wasted space the DM has to tell the players to ignore.
Well, I don't see it as "wasted space" at all. I use that lore with my players and they want me to expand their knowledge about Toril. None of my players have ever complained about the lore of the world they are playing in, quite the opposite.
I disagree with your perspective because it's like saying that, for example, all the pages explaining LotR lore in the LotR Roleplaying are a waste of space.
If you are playing in a certain campaign setting, the lore of that setting matters, in my opinion.
What do you base that on? In my experience, a lot of games do in fact use published lore.
I’d call them “suggestions” myself, but the point stands. Especially since a species culture can vary from world to world so having a breakdown down on how Orcs, Elves, and Humans interact with each other in Faerun would be different than how they’d interact in Ebberon which would be different than how they’d interact in Dragonlance etc
But that’s exactly the point, the lore for Toril only applies to Toril so for anyone not playing a game in that setting putting that lore in the PHB is not only wasted space but actually counter productive because players read it without realising it might not be accurate. I set most of my campaigns in Eberron where the lore for the Drow is significantly different from the Underdark lolth worshipers you mentioned so my players would have to unlearn what they read in the PHB. The plan with 5.5 is to leave that out the core books and only put it in books specifically about a setting, which is actually exactly what the Lord of the Rings books did
Well the Eberron: Forge of the Artificer book didn't include anything about the species from the PHB.
But Eberron: Rising from the Last War does, and as is clearly stated in the very first sentence of FotA, “This book is an extensive supplement to Eberron: Rising from the Last War.” The very clear and obvious intent is that the books be used in conjunction and thus there is no point in repeating lore already contained in the companion book.
The OP Legends of Greyhawk will produce bundle of adventures 5.5E at various level.
I mean they DO have a ton of content they need to update to 5.5 or else a lot of players will probably riot haha. Everyone wants their favorite subclasses to work with the new rules and not get left behind.
Well, Forgotten Realms is the default campaign setting for DnD, so I guess it makes sense if the explanations are more focused on Toril. I think they could add more paragraphs explaining that drows are different in other universes, like Eberron, for example. I wouldn't see that as wasted space, but as a lore enrichment. 😊
My Gnoll snoot smells Bait. Think this might be become a rage trap.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World