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why is this race a PC race?
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shadzar
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PostPosted: Mon Mar 05, 2012 1:45 pm    Post subject: why is this race a PC race? Reply with quote Add User to Ignore List

since class is getting some attention and interest.. you have to wonder about races.

Tolkien inspired the basic races: elf, halfling (hobbit), dwarf

Humans exist because the players are humans and they present a baseline.

but what races are really needed for D&D 5e?

Humans are humans, and we are humans. it gives the closest thing to us to relate to so they make sense.

so what about the other, even staple races that have been in the game?

do we need elves? dwarves? halflings? Why?

Medieval Fantasy as the genre, as the game was created, has plenty to work with with only humans, magic, dragons, etc... so why are other races REALLY needed for PCs to play?

which races would be better left as optional?
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Stahlseele
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PostPosted: Mon Mar 05, 2012 1:48 pm    Post subject: Reply with quote Add User to Ignore List

To create a kind of alien society that one can nonetheless identify with?

Races to leave out:
Broken or just plain dumb shit.
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John Magnum
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PostPosted: Mon Mar 05, 2012 1:54 pm    Post subject: Reply with quote Add User to Ignore List

Please leave out whatever race shadzar is.
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Koumei
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PostPosted: Mon Mar 05, 2012 2:53 pm    Post subject: Reply with quote Add User to Ignore List

John Magnum wrote:
Please leave out whatever race shadzar is.


Stahlseele covered that with "just plain dumb shit".

That said, I'd be okay with a game that lacked the traditional/overused elf, dwarf, gnome, halfling and orc.

Come to think of it, dwarf, orc, halfling and gnome also fall under the "I'd be okay with not including ugly races" radar, thus making them double-bannable whereas elves are only covered by "overused".
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erik
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PostPosted: Mon Mar 05, 2012 3:18 pm    Post subject: Reply with quote Add User to Ignore List

Yah, no race is particularly necessary. You could even get rid of the humans.

I know 5e isn't going to radically depart from their past so obviously they are going to keep most all of the old races. However, I think it would be pretty cool if they had an alternate campaign setting with no elves, gnomes, dwarves, halflings or orcs.

Humans, illithid, goblinoids (in small & large sizes, ditch hobs, make bugs large), warforged (well, construct people anyway), sahuagin, formians (but not as outsiders) and... um, fuck it, vampires.

Now I could do things with this.

You've got your plucky humans that move somewhat freely between different civilizations. You've got an undead kingdom that tries to make certain that their human feeding stock stays complacent. You've got rival goblin kingdoms, worg cavalry vs ornithopter units. Mechanized metropolis with automatons of all shapes and sizes. Mind flayer empire that of course indulges in slavery. Sahuagin coastal outposts and undersea civilizations, along with some mutant spies. And mega-colonies of insect people.

There's reasons for any of them to work together or fight each other.


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sake
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PostPosted: Mon Mar 05, 2012 3:23 pm    Post subject: Reply with quote Add User to Ignore List

Generally speaking a game setting that's not going to just be 'Humans of Various Vaguely familiar Though Rather Innoffensivly Generic Cultures' needs some combinations of-

The Middle ground race that can do any class/role pretty well (defaults to Humans normally although holy fuck am I tired of this)

The uglier and beefier than humans race

The prettier, graceful and more uppity than humans race

The Noble Savage race.

The Advanced Ancient Magic/Science Nerd race.

The TotallyNotGypsies race that no one really likes and seems to be really good at rogue type shit.

The We're Meeting You Filthy Furries Halfway, Please Buy Our Damn Game animal like race.

The Dark Angsty Cursed to Seem Evil but Actually Not and We All Shop at the Fantasy Hot Topic Race

The Weirdo Race

The Short and Our Adult Women Totally Look like Human Ten Year Olds Nudge Nudge Wink Wink Race.

The Tree Fuckers That Are Totally More At Peace And Harmony With Nature Even Though In Real Life Nature is a Cold Violent Harsh Place that Wants You Dead No Matter How Much You've Recycled and Would Have Killed Off These Fucking Hippies In a Single Winter race.
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shadzar
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PostPosted: Mon Mar 05, 2012 3:38 pm    Post subject: Reply with quote Add User to Ignore List

careful with those undead erik or you might make some sort of Medieval Vampire Masquerade out of D&D...except for the whole detect evil and detect undead thing.

i would actually switch it though and go back to BD&D or OD&D and have JUST humans at core, and the rest optional or setting specific.

many people DO like humans only, so why cant other races be additional and depend on the world made by the DM or the setting?

but would this mean that ALL "monster" races that are similar to humans would need to be by default optional PC races?

would elves in a core Human only game be considered a monster like the gnome (RAWR!) in 4th?

borrowing form my memory of Rifts it had 3 types of characters:
PC: players can always use these for characters
NPC: players may NEVER use these for characters
OPC: players may use these for character at GM discretion, otherwise they are NPCs

that way a "monster" isnt defined, but even a Tarrasque is an NPC and never something the players can make a character from.

OPCs would be those: elf, dwarf, orc, half-orc, half-elf, halfling, gnome, etc.

this way "monster" is defined by the world you are in and its society, so that undead wouldnt see humans as monsters and humans wouldnt see undead as monsters if they cohabitate and accepted that vampires need to feed and it is a natural way of life, just like humans feeding on cows and pigs.

it opens MANY ranges of world creation for the game, and the players itself.

of course IF humans are the only core race, it doesnt mean they have to be included so a world could be entirely elves and orcs at war...the players get to choose which side they want to be on in this game. other animals exist that are the food of both elves and orcs, and the classic "monsters" like dragons exist that they both can befriend or both be at war with also....but humans never need appear.
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shadzar
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PostPosted: Mon Mar 05, 2012 3:48 pm    Post subject: Reply with quote Add User to Ignore List

sake wrote:
Generally speaking a game setting that's not going to just be 'Humans of Various Vaguely familiar Though Rather Innoffensivly Generic Cultures' needs some combinations of-

The Middle ground race that can do any class/role pretty well (defaults to Humans normally although holy fuck am I tired of this)

The uglier and beefier than humans race

The prettier, graceful and more uppity than humans race

The Noble Savage race.

The Advanced Ancient Magic/Science Nerd race.

The TotallyNotGypsies race that no one really likes and seems to be really good at rogue type shit.

The We're Meeting You Filthy Furries Halfway, Please Buy Our Damn Game animal like race.

The Dark Angsty Cursed to Seem Evil but Actually Not and We All Shop at the Fantasy Hot Topic Race

The Weirdo Race

The Short and Our Adult Women Totally Look like Human Ten Year Olds Nudge Nudge Wink Wink Race.

The Tree Fuckers That Are Totally More At Peace And Harmony With Nature Even Though In Real Life Nature is a Cold Violent Harsh Place that Wants You Dead No Matter How Much You've Recycled and Would Have Killed Off These Fucking Hippies In a Single Winter race.


this is something else... ALL of these can be done with humans, because humans are a species with different races. (White man can't jump!)

the "races" in D&D are other species.

so for a setting sure, but what about the "core". could YOU be ok with humans only at the core and other races in settings or optional races added later?

sorry, bit confusing how you worded "game setting" as to whether you mean core, or something like Ravenloft, Dragonlance, Greyhawk, Blackmoor, etc
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Doom
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PostPosted: Mon Mar 05, 2012 3:52 pm    Post subject: Reply with quote Add User to Ignore List

If you're going to have more than one race, you may as well have elves. In fantasy games where there are no elves, there's inevitably one that that's presented, at least informally as "These are warglblasters. They're elves."
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erik
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PostPosted: Mon Mar 05, 2012 3:57 pm    Post subject: Reply with quote Add User to Ignore List

The closest my setup comes is either the automatons or the vampires being... elves. They have the most potential to be ancient beautiful people. Honestly I prefer them filling that niche than the tired old rag of tree people with pointed ears.
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nockermensch
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PostPosted: Mon Mar 05, 2012 5:13 pm    Post subject: Reply with quote Add User to Ignore List

Doom wrote:
If you're going to have more than one race, you may as well have elves. In fantasy games where there are no elves, there's inevitably one that that's presented, at least informally as "These are warglblasters. They're elves."

"But you see, I'm not one of those uncouth Wood Warglblasters. I'm a High Warglblaster."
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Prak_Anima
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PostPosted: Mon Mar 05, 2012 6:16 pm    Post subject: Reply with quote Add User to Ignore List

At the risk of sounding crazy, I'd say the standard races can stay because people identify with them. How many people have you seen and said "Well, except for the height, that's a fucking Dwarf right there," because I've seen quite a few. Hell, go to renn faires. You'll see stocky guys, with beards, who love beer and axes, and get off on norse and scottish stuff. They most likely love to play dwarves if/when they sit down to play D&D. I've seen people that fit the gnome/halfling profile, and I personally identify with goblins in a deeply pathetic, I-should-probably-get-therapy way.

Gygax's "Players shouldn't be allowed to play non-humans or women because it's an alien mindset they can't comprehend" essay is bullshit (and for more reasons than just it's sexist nature). Most nonhuman creatures in fantasy are just exaggerated human personalities. Elves are "noble savage" type wood dwelling pretty people. Gnomes are excitable, class clown types with a curiosity about everything. Halflings are gnomes, but with courage and thievery replacing class clowning. Dwarves are gruff, but stalwart companions with a greed that's just barely at acceptable levels. etc.
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Foxwarrior
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PostPosted: Mon Mar 05, 2012 7:17 pm    Post subject: Reply with quote Add User to Ignore List

Alien mindsets that can't be comprehended are the most interesting to figure out.

The races that you need to design for your core setting are the ones that need to be balanced against the game mechanics. If you've got a body slot system, you should have races for a fair number of body shapes. If you've got social mechanics, you should have races for different modes of communication. You probably want guidelines or examples for mildly divergent races, too, so that people who want Elves, Humans, Orcs, Dwarves, Halflings, Gnomes, Goblins, Gnolls, Elans, Aasimar, Eladrin, and Kobolds in their setting can have them.

But then, when Koumei suggested that people shouldn't be allowed to play Phantasmal Killers, I statted up a suitable race for doing just that, so my opinion is probably slightly more divergent from the norm than usual.
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nockermensch
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PostPosted: Mon Mar 05, 2012 7:19 pm    Post subject: Reply with quote Add User to Ignore List

Prak_Anima wrote:
Gygax's "Players shouldn't be allowed to play non-humans or women because it's an alien mindset they can't comprehend" essay is bullshit (and for more reasons than just it's sexist nature).

Link for this? Sounds like a must read, pretty much for the same reasons than F.A.T.A.L.

About your main point, what tends to get into my nerves about races is what you said. All the so called "racial behaviors" are things we see in a single race (ours). Making an entire race of "class clowns" is the same kind of lazy fiction work that produces Planets of Hats. The class clown only exists because there are other personality kinds for him to interact.

If you want to have bona fide races, you should start with some serious biological changes from the human baseline and work from there, like, imagine that this race sprung into existance with these characteristics at some point like 50,000 years ago. What kind of cultures/societies they'd form? Something like this (hastily assembled)

- Elves: You don't get old and die from old age. Never. Your body reaches physical apex and just stays there.

- Dwarves: You're a cave adapted being who needs alcohol to get through the woking day. At some point of your life, you'll get the unavoidable urge to create an artifact.

- Goblinoids: My take on the goblinoids is that goblins, hobgoblins and bugbears are 3 different phenotypes of a single species. It works like this: Two goblinoids of different phenotypes have offspring that is 30% from the father's kind, 40% from the mother's kind, 30% from the other kind. When two goblinoids of the same phenotype breed, the chance of producing offspring of the same kind improves above the expected 70%, and keeps improving along the generations as long as their descendants keep breeding within their own phenotype, until an end-game situation of producing offspring that is 98% from their own kind, with the other 2% divided equally for the other two.

Other than this, the only other notable difference from goblinoids to humans is better hearing (due to large, bat-like ears) and better stealth (they're as stealthy among them as we are among us, and their hearing is better).

Halflings - Seriously, how lame is to have "halflings" as a default fantasy race? Unlike elves and dwarves that had a kind of mythological precedent, halflings are entirely the work of one guy. Imagine that it worked like this too for SF: Every SF RPG must have wookie as a playable race (but in MY CAMPAIGN, the wookies are peaceful matriarchal traders! I'm so original!)
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Prak_Anima
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PostPosted: Mon Mar 05, 2012 7:22 pm    Post subject: Reply with quote Add User to Ignore List

The essay is in the first edition PHB or DMG, can't remember which. Not sure if it's online anywhere.
Edit: Found it
Quote:
THE MONSTER AS A PLAYER CHARACTER

On occasion one player or another will evidence a strong desire to operate as a monster, conceiving a playable character as a strong demon, a devil, a dragon, or one of the most powerful sort of undead creatures. This is done principally because the player sees the desired monster character as superior to his or her peers and likely to provide a dominant role for him or her in the campaign. A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind.

ADVANCED D&D is unquestionably "humanocentric", with demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity. Men are the worst monsters, particularly high level characters such as clerics, fighters, and magic-users - whether singly, in small groups, or in large companies. The ultra-powerful beings of other planes are more fearsome - the 3 D s of demi-gods, demons, and devils are enough to strike fear into most characters, let alone when the very gods themselves are brought into consideration. Yet, there is a point where the well-equipped, high-level party of adventurers can challenge a demon prince, an arch-devil, or a demi-god. While there might well be some near or part humans with the group so doing, it is certain that the leaders will be human. In co-operation men bring ruin upon monsterdom, for they have no upper limits as to level or acquired power from spells or items.

The game features humankind for a reason. It is the most logical basis in an illogical game. From a design aspect it provides the sound groundwork. From a standpoint of creating the campaign milieu it provides the most readily usable assumptions. From a participation approach it is the only method, for all players are, after all is said and done, human, and it allows them the role with which most are most desirous and capable of identifying with. From all views then it is enough fantasy to assume a swords & sorcery cosmos, with impossible professions and make-believe magic. To adventure amongst the weird is fantasy enough without becoming that too! Consider also that each and every Dungeon Master worthy of that title is continually at work expanding his or her campaign milieu. The game is not merely a meaningless dungeon and an urban base around which is plopped the dreaded wilderness. Each of you must design a world, piece by piece, as if a jigsaw puzzle were being hand crafted, and each new section must fit perfectly the pattern of the other pieces. Faced with such a task all of us need all of the aid and assistance we can get. Without such help the sheer magnitude of the task would force most of us to throw up our hands in despair.

By having a basis to work from, and a well-developed body of work to draw upon, at least part of this task is handled for us. When history, folklore, myth, fable and fiction can be incorporated or used as reference for the campaign, the magnitude of the effort required is reduced by several degrees. Even actual sciences can be used - geography, chemistry, physics, and so forth. Alien viewpoints can be found, of course, but not in quantity (and often not in much quality either). Those works which do not feature mankind in a central role are uncommon. Those which do not deal with men at all are scarce indeed. To attempt to utilize any such bases as the central, let alone sole, theme for a campaign milieu is destined to be shallow, incomplete, and totally unsatisfying for all parties concerned unless the creator is a Renaissance Man and all-around universal genius with a decade or two to prepare the game and milieu. Even then, how can such an effort rival one which borrows from the talents of genius and imaginative thinking which come to us from literature?

Having established the why of the humanocentric basis of the game, you will certainly see the impossibility of any lasting success for a monster player character. The environment for adventuring will be built around humans and demi-humans for the most part. Similarly, the majority of participants in the campaign will be human. So unless the player desires a character which will lurk alone somewhere and be hunted by adventurers, there are only a few options open to him or her. A gold dragon can assume human shape, so that is a common choice for monster characters. If alignment is stressed, this might discourage the would-be gold dragon. If it is also pointed out that he or she must begin at the lowest possible value, and only time and the accumulation and retention of great masses of wealth will allow any increase in level (age), the idea should be properly squelched. If even that fails, point out that the natural bent of dragons is certainly for their own kind - if not absolute solitude - so what part could a solitary dragon play in a group participation game made up of non-dragons? Dragon non-player characters, yes! As player characters, not likely at all.

As to other sorts of monsters as player characters, you as DM must decide in light of your aims and the style of your campaign. The considered opinion of this writer is that such characters are not beneficial to the game and should be excluded. Note that exclusion is best handled by restriction and not by refusal. Enumeration of the limits and drawbacks which are attendant upon the monster character will always be sufficient to steer the intelligent player away from the monster approach, for in most cases it was only thought of as a likely manner of game domination. The truly experimental- type player might be allowed to play such a monster character for a time so as to satisfy curiosity, and it can then be moved to non-player status and still be an interesting part of the campaign -and the player is most likely to desire to drop the monster character once he or she has examined its potential and played that role for a time. The less intelligent players who demand to play monster characters regardless of obvious consequences will soon remove themselves from play in any event, for their own ineptness will serve to have players or monsters or traps finish them off.

So you are virtually on your own with regard to monsters as player characters. You have advice as to why they are not featured, why no details of monster character classes are given herein. The rest is up to you, for when a11 is said and done, it is your world, and your players must live in it with their characters. Be good to yourself as well as them, and everyone concerned will benefit from a well-conceived, well-ordered, fairly-judged campaign built upon the best of imaginative and creative thinking.

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nockermensch
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PostPosted: Mon Mar 05, 2012 7:30 pm    Post subject: Reply with quote Add User to Ignore List

Prak_Anima wrote:
The essay is in the first edition PHB or DMG, can't remember which. Not sure if it's online anywhere.

Well, that's a pity. But for once, I agree with Gygax about the alien mindsets. I believe the non-insulting way to play as another RACE is to think in alien terms.

I don't agree with his conclusions, however, for the same reasons I have the urge to punch the protagonist of a lot of HP Lovecraft protagonists: They're going crazy or describing as horrible/mind shattering things that would produce a "whoa! awesome!" reaction from other people.

EDIT: So you found it, thanks! Having read it, I find it more disappointing than hilariously rage-inducing. It's actually kind of sad that the creator of modern fantasy gaming wrote that.
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sigma999
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PostPosted: Mon Mar 05, 2012 8:23 pm    Post subject: Reply with quote Add User to Ignore List

We don't need dragon-headed pieces of shit running around with breasts.

I don't care what your half-breed-whatever loldragonrape fetish is, LEAVE IT OUT OF THE PHB.


EDIT:

Prak_Anima wrote:

Gygax's "Players shouldn't be allowed to play non-humans or women because it's an alien mindset they can't comprehend" essay is bullshit (and for more reasons than just it's sexist nature).


Here here. And thanks for posting the diatribe. I've always hated Gygax not only for his TPK and death trap obsession, but complete cockblock of all things monstrous-PC.


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nockermensch
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PostPosted: Mon Mar 05, 2012 8:30 pm    Post subject: Reply with quote Add User to Ignore List

sigma999 wrote:
We don't need dragon-headed pieces of shit running around with breasts.

I don't care what your half-breed-whatever loldragonrape fetish is, LEAVE IT OUT OF THE PHB.

sake made a very compelling point that the each race sells for a specific fetish (halflings = lolicon, dwarves = bear gays, shifters = furry, etc). At this point, I don't feel I can complain about something like breasts in reptiles.

Wait, I'm trying to find where's the futa race so that I can make a touhou for the next game.
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ishy
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PostPosted: Mon Mar 05, 2012 9:34 pm    Post subject: Reply with quote Add User to Ignore List

If the only races in the game are humans I'm going to feel uncomfortable hating only a certain demographic of the human race. While if you include stuff like elves, well everybody hates them already so that is very socially acceptable. And hating all humans as a non humanoid is also more acceptable than hating just the 'white humans' in a fantasy game.
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nockermensch
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PostPosted: Tue Mar 06, 2012 12:34 am    Post subject: Reply with quote Add User to Ignore List

ishy wrote:
If the only races in the game are humans I'm going to feel uncomfortable hating only a certain demographic of the human race. While if you include stuff like elves, well everybody hates them already so that is very socially acceptable. And hating all humans as a non humanoid is also more acceptable than hating just the 'white humans' in a fantasy game.

I really hope that my sarcasm detector is just malfunctioning and that this this has been said in jest, otherwise, I don't have enough Sad faces to convey my feelings.
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Leress
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PostPosted: Tue Mar 06, 2012 12:55 am    Post subject: Reply with quote Add User to Ignore List

ishy wrote:
If the only races in the game are humans I'm going to feel uncomfortable hating only a certain demographic of the human race. While if you include stuff like elves, well everybody hates them already so that is very socially acceptable. And hating all humans as a non humanoid is also more acceptable than hating just the 'white humans' in a fantasy game.


How about not hating one period? Or you can not like ones of a certain culture.
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erik
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PostPosted: Tue Mar 06, 2012 1:38 am    Post subject: Reply with quote Add User to Ignore List

It seems expected that there will be some racism in a game with actual different races, especially if they are at odds with each other. It might not be the norm, but it will probably come up.

And yes, I think it does feel a bit less kitchy when it is vampires hating ant people rather than light brown humans hating dark brown humans.
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shadzar
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PostPosted: Tue Mar 06, 2012 12:31 pm    Post subject: Reply with quote Add User to Ignore List

erik wrote:
It seems expected that there will be some racism in a game with actual different races, especially if they are at odds with each other. It might not be the norm, but it will probably come up.


even in the same race between warring factors there is that attitude. one people think they are superior to another people for some reason.

Gary's explanation of what and why is as clear as day. HE wrote, in his fashion, about preventing players from trying to "hog the spotlight".

Quote:
This is done principally because the player sees the desired monster character as superior to his or her peers and likely to provide a dominant role for him or her in the campaign.


while at the same time trying to keep the sides of the default game separate.

"players dont play the monsters, they fight them." as someone else said.. having a minotaur as a PC in a world where minotaurs are sen as monsters. the PC wont likely be treated automatically friendly in towns or civilization.

its speaking of playing the Hunchback in Notre Dame, or Frankenstein's Monster in the hamlet where Frankenstein lived.

the looks of the monster will be what it is first judged on as all of its kind would be judged in the world it inhabits.

how many players can really get behind playing a Tiefling in a world where demons or devils are sen as evil, to be avoided, and killed on sight; before 4th edition that tried to have them just everyday occurrences?

4th sets Tieflings up to be normal accepted creatures unlike previous editions where a tiefling would be ostracized by society, maybe hunted and killed upon sight.

this is true.

and then funny people bitching at Gary when he closes his explanation of why they arent presented with:

Quote:
So you are virtually on your own with regard to monsters as player characters. You have advice as to why they are not featured, why no details of monster character classes are given herein. The rest is up to you, for when all is said and done, it is your world, and your players must live in it with their characters.


every edition picks its preferred PC races and sets a default world for those decisions to work in, that is why 4th has eBerron as the default world with warforged walking around in it alongside dragons with boobs, and tieflings.

Medieval Fantasy that D&D started as would see those 3 races as monsters to be killed, unlike 4th which was just Modern Fantasy.

which raises another question about 5e and D&D itself.
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OgreBattle
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Joined: 03 Sep 2011
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PostPosted: Tue Mar 06, 2012 1:28 pm    Post subject: Reply with quote Add User to Ignore List

Koumei wrote:

Come to think of it, dwarf, orc, halfling and gnome also fall under the "I'd be okay with not including ugly races" radar, thus making them double-bannable whereas elves are only covered by "overused".


I give you the Elvaan.


They are towering warriors with great strength and a distrust of magic (+Str, -Int/Dex race).
They are basically not-ugly orcs, and at war with the Orcs because they have the same abrasive personalities.
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nockermensch
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Joined: 06 Jan 2012
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PostPosted: Tue Mar 06, 2012 1:31 pm    Post subject: Reply with quote Add User to Ignore List

OgreBattle wrote:
Koumei wrote:

Come to think of it, dwarf, orc, halfling and gnome also fall under the "I'd be okay with not including ugly races" radar, thus making them double-bannable whereas elves are only covered by "overused".


I give you the Elvaan. They are towering warriors with great strength and a distrust of magic. But they aren't ugly.
They are basically orcs, and at war with the Orcs because they have the same abrasive personalities.

Elvaans are an awesome race because I can make Buront.
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