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<blockquote data-quote="Felon" data-source="post: 5778362" data-attributes="member: 8158"><p>Wrong on both counts--objectively in the first case, and as a matter of opinion in the second.</p><p></p><p>First off, an appeal to tradition is a logical fallacy when the person making the appeal assumes the tradition holds intrinsic value simply because it's a tradition. Jiggawatts may personally like the tradition for a sentimental reason, but without demonstrating the value of the tradition, it's not a logical reason.</p><p></p><p>Secondly, there is a difference between a character's personal traits and the predominant traits of their member race. The qualities of the latter can be reflected quite effectively by using the player character as a foil, thus showing the contrast between the player and the average joe who is cast from the mold. Such examples in fiction abound. If every player character is just a stereotype, the flavor will inevitably be cloying. Gee, another klepto halfiing....How great it is to keep tasting the same dish for thirty years.</p><p></p><p>On a lesser note, blending any number of colors on a palette together, regardless of their brightness or vibrancy, will tend to produce brown. That's why you take pains not to blend them so on the palette before applying them to the canvas. The player characters are the objects in the foreground. The races and the rest of the setting are in the background. Let the characters be distinct from the background and you can appreciate both better.</p></blockquote><p></p>
[QUOTE="Felon, post: 5778362, member: 8158"] Wrong on both counts--objectively in the first case, and as a matter of opinion in the second. First off, an appeal to tradition is a logical fallacy when the person making the appeal assumes the tradition holds intrinsic value simply because it's a tradition. Jiggawatts may personally like the tradition for a sentimental reason, but without demonstrating the value of the tradition, it's not a logical reason. Secondly, there is a difference between a character's personal traits and the predominant traits of their member race. The qualities of the latter can be reflected quite effectively by using the player character as a foil, thus showing the contrast between the player and the average joe who is cast from the mold. Such examples in fiction abound. If every player character is just a stereotype, the flavor will inevitably be cloying. Gee, another klepto halfiing....How great it is to keep tasting the same dish for thirty years. On a lesser note, blending any number of colors on a palette together, regardless of their brightness or vibrancy, will tend to produce brown. That's why you take pains not to blend them so on the palette before applying them to the canvas. The player characters are the objects in the foreground. The races and the rest of the setting are in the background. Let the characters be distinct from the background and you can appreciate both better. [/QUOTE]
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