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<blockquote data-quote="Remathilis" data-source="post: 9799797" data-attributes="member: 7635"><p>I think, on a purely meta design level, the most interesting species in D&D is warforged. They are not biological. They have no biological sex, no need for intercourse, no ability to procreate without outside assistance. They do not eat, breathe, or sleep. They have no defined culture except for that of war and the nations that created them. They are mostly of uniform design and size, have no natural predators, and are immune or resistant to a lot of conditions humans aren't (poison, disease, fatigue, high heat and cold temperature, air quality and altitude or lack of.) their bodies are easily adaptable and easy to resist repair or replace damaged parts. Truly, they are as far from human as anything can be, and the only reason they aren't further removed is that the designers have realized they have to be remotely balanced with other species.</p><p></p><p>But they are still humans in funny (and cool) hats because we only can play them as such. We still think in terms of love, fear, hate, or survival. Would a creature created for war need complex emotions like love? Would a creature with no biological necessities understand want? Even Eberron hedges their bet by implying that warforged have souls (and thus are susceptible to necromancy and raise dead) and thus capable of complex emotional and spiritual reflection.</p><p></p><p>And the community has pushed to make them more human in playing them. They have genders (sometimes modifying their bodies to assume more masculine or feminine body styles), have hobbies and create art, wearing clothes despite not needing body covering, and a slew of them have taken to the Mournlands to create a society of their own, complete with creating their own "Creator" deity. Even if they are utterly inhuman, we make them human.</p><p></p><p>Which is why fighting to make dwarves and elves "inhuman" is a lost cause. Because even when handed the most inhuman species possible, we make the goal of playing one to humanize it.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9799797, member: 7635"] I think, on a purely meta design level, the most interesting species in D&D is warforged. They are not biological. They have no biological sex, no need for intercourse, no ability to procreate without outside assistance. They do not eat, breathe, or sleep. They have no defined culture except for that of war and the nations that created them. They are mostly of uniform design and size, have no natural predators, and are immune or resistant to a lot of conditions humans aren't (poison, disease, fatigue, high heat and cold temperature, air quality and altitude or lack of.) their bodies are easily adaptable and easy to resist repair or replace damaged parts. Truly, they are as far from human as anything can be, and the only reason they aren't further removed is that the designers have realized they have to be remotely balanced with other species. But they are still humans in funny (and cool) hats because we only can play them as such. We still think in terms of love, fear, hate, or survival. Would a creature created for war need complex emotions like love? Would a creature with no biological necessities understand want? Even Eberron hedges their bet by implying that warforged have souls (and thus are susceptible to necromancy and raise dead) and thus capable of complex emotional and spiritual reflection. And the community has pushed to make them more human in playing them. They have genders (sometimes modifying their bodies to assume more masculine or feminine body styles), have hobbies and create art, wearing clothes despite not needing body covering, and a slew of them have taken to the Mournlands to create a society of their own, complete with creating their own "Creator" deity. Even if they are utterly inhuman, we make them human. Which is why fighting to make dwarves and elves "inhuman" is a lost cause. Because even when handed the most inhuman species possible, we make the goal of playing one to humanize it. [/QUOTE]
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