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How do you play a Dwarf?

Umbran

Mod Squad
Staff member
Supporter
So How do you portray a culture that is uniquely and identifiably Dwarf in your games?

When I play a character, I am not portraying their culture. I'm portraying a person from that culture. So, I'm looking for ways to show the impact of the culture on the person.

So, as an example, I'm currently playing a dwarf rogue. But, he's not a rogue because he wants to steal things. His culture has a thorough legal system, not trusting to one spellcaster with Zone of Truth. He used to be what we'd call a police detective. He got shafted by his legal system, and was cast out of city and clan. And now he has something to prove...

So, he's steeped in his culture. But it isn't about the culture's sports, holidays, or foods. It is more about the culture's structures.
 
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Are there any interesting published versions of Dwarf cultures?

"Races of Stone", a 3.5e supplement from WotC, had some good material for dwarves. It had some interesting bits on minor things like clothing trends, idioms, and family structure that did a nice job of fleshing out the culture. It also had some well done crunchy bits, like feats and prestige classes, that could be converted with a bit if work.

It's probably worth noting that some other stuff from the "Races of" series was kind of lackluster. IMNSHO, dwarves probably got the best deal from any of the three books.
 

MGibster

Legend
So How do you portray a culture that is uniquely and identifiably Dwarf in your games? Are there any interesting published versions of Dwarf cultures?
In my all dwarf campaign, I made them Germans. Well, Bavarians really. The dwarves I made had your stereotypical dwarf traits in that they lived underground, they loved mining precious metals, they had a deep and abiding respect for tradition, and a fairly strict caste system. They were pretty much your bog standard fantasy dwarf and that's how I presented it to my players and I will admit that in and of itself it wasn't very exciting.

What made it exciting was that the campaign was all about change. The hidebound insular dwarves weren't keeping up with their neighbors as they were mired in tradition. The PCs have to go out into the wide world for a quest, and when they returned they're faced with some decisions. Do they stick with the traditions of their ancestors or do they find some way to balance tradition with the realities of a different world?

In my experience, most players don't really care about dwarf, elf, halfling, or even human cultures in D&D. They care about having a good time adventuring with their characters. From their perspectives, if the culture isn't a significant part of game play then who cares?
 

MGibster

Legend
When I play a character, I am not portraying their culture. I'm portraying a person from that culture. So, I'm looking for ways to show the impact of the culture on the person.
And even beyond that, as you illustrated with your "detective" dwarf, adventurers are weirdos. They live in a fashion that is quite different from their fellow countrymen. Even if they exemplify everything that culture considers good and right, they're still outliers. And now I'm picturing the dwariest dwarf that ever dwarfed.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Weirdos? Yep!

In a GURPS campaign, I played a gigantic dwarf warrior, almost 6’ tall. Another player played a giant warrior with dwarfism, just over 7’ tall. Having found each other, they considered themselves brothers in all ways but blood. And together, they were aggressively extroverted- RP tended to the Randy Savage side of things.

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aramis erak

Legend
So one thing I’ve never got my head around is what makes Dwarf-ness unique?
I know theres the stereotypes of Grumpy, Gold-hungry, Drunken Scottish Vikings but I’ve never found that particularly appealing and more parody than personality.
Its one reason I drop Dwarfs out of any non-vanilla settings I use They just dont seem interesting enough.

So How do you portray a culture that is uniquely and identifiably Dwarf in your games? Are there any interesting published versions of Dwarf cultures?
Depends upon the game.

I happen to like the Viking (it's a job title, BTW, not a culture, but could be seen as a subculture) Dane and Viking Norse mindset: get wealth by any means - trade if they will, raid if they won't. They sound like scots, but that's an association I don't know the origin of, but suspect it's because of the much vaunted (stereoutypical) Scots frugality. They're not exactly penny pinching, but return on investment minded.

But in Tolkienian Middle Earth, late 3rd age, I run them as dour, gloomy, greedy lot, trying to make up for the cultural shame of history by buying up everything of value. Too tied to things to sail West. To tied to history to let go the hates. Too much cultural sorrow driven by the lesser lived races of Men, Hobbits, and the goblins. Exactly what each wants is a wealth, a hoard... for some, that's money. Others, knowledge, Others still, brave deeds. Driven by unnatural needs, created by a culture that brooks no disobedience at home, and where opportunity is rare without adventuring.

On my old Hero/Rolemaster campaign world of Aquanis, Dwarves were work fixated as a culture - rather martial, at that. Working the great forges, so big, so strong, that you use the exhaust, not the coals, to work metal. Proud, never broken beneath Elven swords (not the least part why being that Elves don't use swords. Nor boots). No foreigners may enter the great forge-cities, for the city is indeed synonymous with its forge in their tongue. Those who feel out of place, or lack willingness to see duty and family as the sole motivations, are given a couple months rations, and axe, an adze, and permission to go dig a canoe... and get the hell out. Just don't sail downwind of their hearth cities ... the acid rain is a bit dangerous.

In D&D, I use them seldom as a GM. Simply to avoid a specific view.

In RQ, they literally are golems, and animated by their god specifically to do specific works for the dwarven nations... thus those about outside either are on a mission, or have rejected their duties... And yes, there is a maker's mark on one of the feet. The life rune on the other. I've only had one show up in what little RQ I've run... and he was driven insane, living as a thief.

In Traveller, they dislike the term "dwarf" and prefer "Geonee"... and otherwise, are largely just any other human culture subjugated by the Bilandini.
 


James Gasik

We don't talk about Pun-Pun
Supporter
My Dwarves are pragmatic and logical. They don't wax verbose when a few words will do- it's all about economy of action. I do tend to speak with a lower voice range, and I might emulate a certain culture's manner of speaking (though I try not to be stereotypical unless that's how the setting rolls). Even if neither Lawful nor Good, it's an ingrained reflex to think about how the community is affected by events.

Be slow to make friends, but if you do find a good one, keep them for life. Be loyal, steadfast, and stubborn. Maybe a little greedy for material possessions, but not in an overly obnoxious way.

Dwarves are like that friend that doesn't talk much, but you know will jump into a fire to help you in need.

They do have a bit of a temper though, and can be a little reckless in battle; Dwarves work hard and fight hard. Despite their reputation, they party hard too!
 

Hand of Evil

Hero
Epic
  • Work ethic, 12-hour workday, keeping busy and a pride in the job they do.
  • People think they drink, well they do but that is to hydrate and calories not to get drunk.
  • They are always building, repairing, digging, making something, fighting or travelling to do them.
  • They notice things like bad workmanship and races that have too much free time.
  • They don't like magic because they see it as cheating where hard work would do a better job.
  • They hate goblins because they destroy.
  • Their conversations tend to be on the above subjects and can get loud but also like to talk about their family history.
 


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