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Worlds & Monsters: humans are boring??
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<blockquote data-quote="Ipissimus" data-source="post: 4015371" data-attributes="member: 41514"><p>Hmmm... I see your point, though I think the benefits of less human-centric setting outweigh the downside of not having a baseline.</p><p></p><p>Personally, I've always thought that walking into a DnD Tavern should be like walking into the Cantina on Tatooine. Dwarf mercenaries plotting over ale in a dark corner under the stairs. A comely Tifling rogue grafting a rich merchant by the bar. An Orc barbarian glaring at passers by daring them to give him an excuse. A Drow noble accompanied by Hobgoblin bodyguards drowning her sorrows. And, hey, why not a Beholder looking to purchase some slaves?</p><p></p><p>I never felt that was possible until Eberron, and even that setting feels restrictive. After all, in most previous settings the expectation is that the human guards keep all the 'undesirables' out of their settlements with a kill on sight order. And why? They're intelligent, right? Their gold spends just as well. Ok, so they're evil, so's a large section of the human population, they don't get arbatrarily killed.</p><p></p><p>Ok, so that's a particular example of why I like the idea. The other good thing about the 'points of light' idea is that you can tailor the world to your specifications. You want a kingdom that attempts to control its boarders, surrounded and beset by wilderness at every turn (see the Roman Empire a-la Gladiator), you can. You also have the perfect excuse for the foreign invasion adventure where your PCs have to fight off Hobgoblin Elephant Cavelry since the outsiders come from 'the wilderness'. tracking the army back to its source could also make for a great road trip adventure...</p><p></p><p>All in all, this is a positive thing for me.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4015371, member: 41514"] Hmmm... I see your point, though I think the benefits of less human-centric setting outweigh the downside of not having a baseline. Personally, I've always thought that walking into a DnD Tavern should be like walking into the Cantina on Tatooine. Dwarf mercenaries plotting over ale in a dark corner under the stairs. A comely Tifling rogue grafting a rich merchant by the bar. An Orc barbarian glaring at passers by daring them to give him an excuse. A Drow noble accompanied by Hobgoblin bodyguards drowning her sorrows. And, hey, why not a Beholder looking to purchase some slaves? I never felt that was possible until Eberron, and even that setting feels restrictive. After all, in most previous settings the expectation is that the human guards keep all the 'undesirables' out of their settlements with a kill on sight order. And why? They're intelligent, right? Their gold spends just as well. Ok, so they're evil, so's a large section of the human population, they don't get arbatrarily killed. Ok, so that's a particular example of why I like the idea. The other good thing about the 'points of light' idea is that you can tailor the world to your specifications. You want a kingdom that attempts to control its boarders, surrounded and beset by wilderness at every turn (see the Roman Empire a-la Gladiator), you can. You also have the perfect excuse for the foreign invasion adventure where your PCs have to fight off Hobgoblin Elephant Cavelry since the outsiders come from 'the wilderness'. tracking the army back to its source could also make for a great road trip adventure... All in all, this is a positive thing for me. [/QUOTE]
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