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<blockquote data-quote="doctorbadwolf" data-source="post: 7155926" data-attributes="member: 6704184"><p>"Short humans" isn't a racial identity. It's just...a description of some humans. </p><p></p><p>Also, personally, as someone who loves the works of Tolkien, I really don't care (in the context of DnD) about what something represented in his works, unless I'm literally playing in Middle Earth. </p><p></p><p>DnD Halflings aren't even hobbits, anyway. Gnomes are closer to hobbits than Halflings are, in the core fluff. They live in burrows, hide from big folk, etc. </p><p></p><p>Halflings don't have their own lands, tend to wander, and have been heavily influenced by Kender over the years. Which is good, because actual hobbits are incredibly boring as a player race. Their identity may as well be "intentionally boring humans", if we insist on using uselessly superficial "identities" for the races. As boring as I find core Halflings, they're definately more interesting than hobbits, in the context of a roleplaying game. </p><p></p><p>At least Gnomes have actual cultural distinction, and their physiological nature is different enough that only an indifferent player is going to play them exactly as they would a human. </p><p> [MENTION=58416]Johnny3D3D[/MENTION] there are a few races I have the same lack of experience with. I feel ya. </p><p>On Dwarves: I outright ban stereotypical pseudo-Scottish dwarves in my games. When world building, I look to northern and Eastern Europe for Dwarves, if I look to Europe at all. </p><p>The main things that stay the same are: tough, somewhat insular, some degree of greed/hoarding/vault-building tendencies, clan/tribe based mindset. </p><p></p><p>Tabaxi are cool, imo, because their stats don't really tie them to an environment. Like real cats, you can put them in any biome, and they will thrive. Want desert tabaxi, give them smaller bodies, a sand-cat look, and fur on their paws to shield them from the hot sand. Or they can be deep forest cats, or river fisher cats, etc with no mechanical difference required. They just look different. </p><p></p><p>General thread comments: </p><p></p><p>I still don't get what the deal with humanocentric campaigns/worlds is. Why do players need to play non humans as noticably alien? I don't understand what the premises and logic are that underpin the common response, "well if they aren't alien/strange/other, what's the point?" </p><p></p><p>There is a whole fundamental mindset here that just....I have no intellectual common ground with it, and thus no real tools for trying to understand it? </p><p></p><p>Help? I feel like I'm discussing beverages with someone who thinks that in order to be good a beverage has to be vinegar. It just doesn't grok, in even the very most basic way, for me.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7155926, member: 6704184"] "Short humans" isn't a racial identity. It's just...a description of some humans. Also, personally, as someone who loves the works of Tolkien, I really don't care (in the context of DnD) about what something represented in his works, unless I'm literally playing in Middle Earth. DnD Halflings aren't even hobbits, anyway. Gnomes are closer to hobbits than Halflings are, in the core fluff. They live in burrows, hide from big folk, etc. Halflings don't have their own lands, tend to wander, and have been heavily influenced by Kender over the years. Which is good, because actual hobbits are incredibly boring as a player race. Their identity may as well be "intentionally boring humans", if we insist on using uselessly superficial "identities" for the races. As boring as I find core Halflings, they're definately more interesting than hobbits, in the context of a roleplaying game. At least Gnomes have actual cultural distinction, and their physiological nature is different enough that only an indifferent player is going to play them exactly as they would a human. [MENTION=58416]Johnny3D3D[/MENTION] there are a few races I have the same lack of experience with. I feel ya. On Dwarves: I outright ban stereotypical pseudo-Scottish dwarves in my games. When world building, I look to northern and Eastern Europe for Dwarves, if I look to Europe at all. The main things that stay the same are: tough, somewhat insular, some degree of greed/hoarding/vault-building tendencies, clan/tribe based mindset. Tabaxi are cool, imo, because their stats don't really tie them to an environment. Like real cats, you can put them in any biome, and they will thrive. Want desert tabaxi, give them smaller bodies, a sand-cat look, and fur on their paws to shield them from the hot sand. Or they can be deep forest cats, or river fisher cats, etc with no mechanical difference required. They just look different. General thread comments: I still don't get what the deal with humanocentric campaigns/worlds is. Why do players need to play non humans as noticably alien? I don't understand what the premises and logic are that underpin the common response, "well if they aren't alien/strange/other, what's the point?" There is a whole fundamental mindset here that just....I have no intellectual common ground with it, and thus no real tools for trying to understand it? Help? I feel like I'm discussing beverages with someone who thinks that in order to be good a beverage has to be vinegar. It just doesn't grok, in even the very most basic way, for me. [/QUOTE]
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