In the end, it's still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we're selling ourselves short.Ok, cool. I can totally groove with that. So long as what you do is better than a giant alphabetical list of monsters. But he follows that up with:
So the idea was, the kind of genesis of it, was that want to do something that's more story oriented.
Now, largely what they appear to be talking about here is the back-and-forth between Volo and Elminster, which looks to be very reminiscent of the comments by hackers and the like in the margins of the old Shadowrun books. Yeah, I suppose that might make it more fun to read, but does it make it useful at the table? Or am I going to be flipping through the book, scanning the text and trying to find where this or that snippet of info I want is hiding in giant blocks of dialogue?
But I can totally see where Mearls is coming from. D&D grew out of a mishmash of pulp and Tolkien and spawned its own thing which has become, in a way, self-referential and self-reinforcing. I’ve heard of this referred to as “gaming fantasy” and when people talk about “generic fantasy” that’s totally what they’re talking about. It’s the fantasy of EverQuest and WoW and, yes, default D&D now.
But the last time D&D attempted to interject more “story” into the game (and, amusingly enough, spawned all those Volo’s Guide books) was the ‘90s. And you’ll have to cast about far and wide for someone who says that was a heyday for the game.
Here’s the thing: if you want story spoon-fed to you, you’re totally set with Paizo’s excellent adventure paths. Even if you’d rather do them as 5e, they’re not too terribly difficult to translate.
I don’t think that’s what Mearls has in mind. He’s more about supplying us with story-bricks we can use to build stories. Which is cool, if the bricks are cool. Here’s what Mearls has to say about mind flayers:
What's the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that's their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they've ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?
And here’s where the problems start. Because, as cool as this is, Zak did it better. The web is full of really good stuff, and if you’re not producing stuff that’s better than that, are you doing anyone any favors?
But for a guy like me, it gets worse. Because I’ve been thinking about how mind flayers work for over 30 years. I know how their reproductive cycle works, and while the tadpoles and the elder brain are neat, I’ve got adventures, settings, and themes spanning multiple campaigns about how that works (without any elder brains) and what the relationship is between the mind flayers and the aboleth and the beholders. I can tell you exactly what it means to be a member of a centaur herd, the different sorts of relationships elves form, what makes Abyssal different from Infernal and Common, and literally hundreds of other tiny details that I don’t have to stop and think about because I’ve already internalized them. When I need those details, they’re right there.
Which means anything in a new book must be extremely awesome to get me to do the work of replacing my head-canon. That’s setting the bar really high.
Which isn’t to say it’s impossible to clear; Zak’s thoughts on mind flayers certainly did so. But, again, you need something exceptional to make me interested, and I haven’t seen that yet in this book.
But I’m still going to buy it. Why? Because at least a third of it is an alphabetical list of monsters that I can use in pretty much any campaign I run.