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<blockquote data-quote="Ixis" data-source="post: 5872528" data-attributes="member: 82429"><p>- Elves live in forests or cities. They also live forever which makes no sense as they are usually the rarest and most mysterious of the races.</p><p></p><p>- Dwarves live underground, drink ale and are Scottish.</p><p></p><p>- Orcs are green and angry.</p><p></p><p>- Gnomes are short and good with magic. Usually annoying too.</p><p></p><p>- Halflings are Hobbits, but very few people play them so they're always different.</p><p></p><p>- Half-elves are for people who want to play someone pretty and cool with stats that don't chain them to a particular class.</p><p></p><p>- Humans are numerous, varied and (usually) evil but not evil enough to be repelled like Orcs.</p><p></p><p>- Goblins are short and either really smart and cunning or depressingly stupid. They also like explosions and/or shinies.</p><p></p><p>- Dragons are either everywhere or nowhere at all. There are also many colors and breeds of dragons and they are either European reptiles, the long snaked asian variety or some weird Cthulhu-esque mass that are called dragons for no discernible reason.</p><p></p><p>- Even if gunpowder is available, people will still use swords.</p><p></p><p>- Airships are grandiose and common or don't exist at all.</p><p></p><p>- Monsters randomly roam around complexes. Anywhere a group of monsters happen to be where they could in no way be a part of an ecosystem is called a dungeon.</p><p></p><p>- Somebody somewhere fills these dungeons with traps and treasure. Usually it's a dark wizard or evil person or dragon or whatever. Traps can magically reset themselves and are always-always really-really old. Adventurers will also never cross a dungeon that is incomplete.</p><p></p><p>- Everyone will always fight to the death for no real reason. Even if the benevolent Dungeon Master remembers to keep a creature or character from dying by having them run away they will still be slaughtered by the party. Likewise, adventurers will always forget that they can stabilize the foes they've recently harmed to ask them questions. Creatures who aren't heroes will also always forget that they can heal or stabilize fallen foes to get them back up again.</p><p></p><p>- There is always the icy country, the fire/desert country, the forest country, the country full of beaches, the mountainous country and sometimes the underground country. All countries and continents usually follow just one of these unique geological types, with no variance.</p><p></p><p>- The thieves or mages guild will always be in the desert.</p><p></p><p>- There are always multiple taverns per town, and no restaurants.</p><p></p><p>- There is always one church or temple per town.</p><p></p><p>- There is always multiple gods, half of which are good and half are evil. There is also usually one god who was really awesome but got killed and will never come back, or one god who was really evil but got killed and will eventually come back.</p><p></p><p>- Deep underground in a forgotten labyrinth shrine to the giant king is the perfect place to store gauntlets that only a gnome could wear.</p><p></p><p>- Only vaguely european as seen through the eyes of Tolkein races are allowed. Sometimes lizard or cat people are ok. You may have other races, but they will not be playable.</p><p></p><p>- People spend ages and ages learning magic, but never take the time to learn how to use a sword as well, for fear of becoming "unbalanced."</p><p></p><p>- Everyone knows at least a little magic, or nobody knows magic except the heroes and just about everybody they'll fight against.</p><p></p><p>- Dragons speak perfect english or don't speak any language at all.</p><p></p><p>- Ugly races can claim lands or forge kingdoms, but never engage in trade or treaties. Which is strange as they can be just as economically stable and large as the various kingdoms of the pretty races that rely on trade and international laws.</p><p></p><p>- All magic is either to help kill somebody or to help steal treasure from underground tombs. There is no magic for various day to day tasks, or if there is the heroes never bother to learn them.</p><p></p><p>- Druids can do everything, live in the woods and are hippies.</p><p></p><p>- Paladins and Clerics have just as much power as other classes, but are in fear of losing them.</p><p></p><p>- Guildhalls are full of powerful adventurers, with a combined strength that could topple empires, yet they all live in fear of the (usually ineffectual) city watch.</p><p></p><p>- Trolls regenerate and always live with Orcs.</p><p></p><p>- Horses are the most common means of conveyance, despite summoned monsters and aurochs being superior mounts.</p></blockquote><p></p>
[QUOTE="Ixis, post: 5872528, member: 82429"] - Elves live in forests or cities. They also live forever which makes no sense as they are usually the rarest and most mysterious of the races. - Dwarves live underground, drink ale and are Scottish. - Orcs are green and angry. - Gnomes are short and good with magic. Usually annoying too. - Halflings are Hobbits, but very few people play them so they're always different. - Half-elves are for people who want to play someone pretty and cool with stats that don't chain them to a particular class. - Humans are numerous, varied and (usually) evil but not evil enough to be repelled like Orcs. - Goblins are short and either really smart and cunning or depressingly stupid. They also like explosions and/or shinies. - Dragons are either everywhere or nowhere at all. There are also many colors and breeds of dragons and they are either European reptiles, the long snaked asian variety or some weird Cthulhu-esque mass that are called dragons for no discernible reason. - Even if gunpowder is available, people will still use swords. - Airships are grandiose and common or don't exist at all. - Monsters randomly roam around complexes. Anywhere a group of monsters happen to be where they could in no way be a part of an ecosystem is called a dungeon. - Somebody somewhere fills these dungeons with traps and treasure. Usually it's a dark wizard or evil person or dragon or whatever. Traps can magically reset themselves and are always-always really-really old. Adventurers will also never cross a dungeon that is incomplete. - Everyone will always fight to the death for no real reason. Even if the benevolent Dungeon Master remembers to keep a creature or character from dying by having them run away they will still be slaughtered by the party. Likewise, adventurers will always forget that they can stabilize the foes they've recently harmed to ask them questions. Creatures who aren't heroes will also always forget that they can heal or stabilize fallen foes to get them back up again. - There is always the icy country, the fire/desert country, the forest country, the country full of beaches, the mountainous country and sometimes the underground country. All countries and continents usually follow just one of these unique geological types, with no variance. - The thieves or mages guild will always be in the desert. - There are always multiple taverns per town, and no restaurants. - There is always one church or temple per town. - There is always multiple gods, half of which are good and half are evil. There is also usually one god who was really awesome but got killed and will never come back, or one god who was really evil but got killed and will eventually come back. - Deep underground in a forgotten labyrinth shrine to the giant king is the perfect place to store gauntlets that only a gnome could wear. - Only vaguely european as seen through the eyes of Tolkein races are allowed. Sometimes lizard or cat people are ok. You may have other races, but they will not be playable. - People spend ages and ages learning magic, but never take the time to learn how to use a sword as well, for fear of becoming "unbalanced." - Everyone knows at least a little magic, or nobody knows magic except the heroes and just about everybody they'll fight against. - Dragons speak perfect english or don't speak any language at all. - Ugly races can claim lands or forge kingdoms, but never engage in trade or treaties. Which is strange as they can be just as economically stable and large as the various kingdoms of the pretty races that rely on trade and international laws. - All magic is either to help kill somebody or to help steal treasure from underground tombs. There is no magic for various day to day tasks, or if there is the heroes never bother to learn them. - Druids can do everything, live in the woods and are hippies. - Paladins and Clerics have just as much power as other classes, but are in fear of losing them. - Guildhalls are full of powerful adventurers, with a combined strength that could topple empires, yet they all live in fear of the (usually ineffectual) city watch. - Trolls regenerate and always live with Orcs. - Horses are the most common means of conveyance, despite summoned monsters and aurochs being superior mounts. [/QUOTE]
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