Crunchy culture - more than just fluff

DeBracy

First Post
So, what do we find behind that cryptic title? Well, I'm the kind of guy who most often plays a human, be it fantasy or whatnot. They're versatile and nice and all... but after a while it gets kinda dull. That's when it's nice to have a look at Wheel of Time for instance. Unlike Kingdoms of Kalamar, there is a crunchy side to the different cultures in WoT. Insted of only fluff we also get some flavor.

This seems very rare to me when it comes to d20 books. I've heard that there is something of the sort in the Forgotten Realms CS (correct me if I'm wrong) and without looking it up I dare guess that there's something in Conan as well...? Otherwise I haven't really seen or heard of any more products that involve "crunchy culture".

Do you know any more examples?

Do you like the concept?
 

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Check out DarkLore. We've got a whole subrace system which, for humans, provides minor stat adjustments and other crunch dependent on their nation and therefore culture.

Ben
 

I've found it in...

Wheel of Time (as you mentioned)
Valus
Soverign Stone
Murchad's Legacy ( :: cough :: )
Midnight

... I'm sure I'm missing others.
 


Geekus: great FAQ on the PBG site. :D

Oh yeah, the backgrounds from Black Company CS... looking through the previews I really liked those.

Seems it's more common than I first thought. Just goes to show how rich the d20/OGL scene is. Time to check out all your tips! (only checked out Murchard's yet and it seemed to have a great feel to it)
 

Glad you like what you see so far.

If you want a cost-free introduction to Valus, you can check out this story hour:

http://www.enworld.org/showthread.php?t=81523

I should warn you. Destan discontinuted it for the forseable future. It's a novella without an ending. Well worth it (as is Valus), but I thought you should know before you sailed off the cliff, begging for more.
 

All of the Legends books use human variants based on social class instead of race. So far the major books are Legends of Excalibur (Arthurian fantasy), Legends of the Samurai (Japanese fantasy) and Legends of the Dark Ages (upcoming early European fantasy).

More details can be found at www.rpgobjects.com

PS Excalibur and Dark Ages are in PDF for the moment (Excalibur's print run is sold out and there is no print run for Dark Ages yet) but Legends of the Samurai is available in hardcover.

Chuck
 

For those looking for mechanical ways to differentiate humans, Mike Mearls' Iron Heroes replaces the default human benefits (feat + skill points) with traits. Characters get to pick 2 traits each.

Some traits are background traits, and a few of those are cultural in nature. This allows for meaningful mechanical differentiation of humans, while ducking the pitfall-laden minefield of assigning modifiers based on "race" in the ethnicity sense of the word. Obviously, there's a fairly limited selection in the Iron Heroes book, but the idea is sound. And it stimulates the imagination...

For instance, let's say I want to capture Jordan's Aiel with traits. The trait that seems most appropriate is "Desert Born." However, looking at the other traits, I notice that the "Arctic Born" trait has some characteristics in its subtypes that I associate with Aiel (background traits come in "subtypes" that offer mechanically different advantages). So I create a new trait:

Child of the Waste [Background]
You were born to the harsh and punishing environment of the Aiel Waste. Punishing heat has little effect on you, and you have learned to travel long distances on foot at great speed without tiring.
Mechanics: You gain a +2 bonus on all saves against fire effects. You treat Survival as a trained skill while in the desert and gain a +4 bonus to all survival checks made in that environment. Additionally, you may hustle for up to 4 hours in a day without penalty.
In addition, select one of the following trait abilities:
Dunestalker: You can run across the shifting sand dunes with ease, while others might slip or stumble in the sand. You gain a +2 bonus to all Balance and Tumble checks.
Fearless: You remain stoic in the face of danger. After surviving torturous heats and spending days traveling without rest, you have developed a certain mental toughness. You enjoy a +2 bonus on saves against mind-affecting effects.

That's just a first cut at an Aiel-appropriate trait. But it's a pretty good way to differentiate human cultures. One could, of course, require that all characters from a particular culture HAD to take a particular background trait, but leaving it as an option is probably better.

(Note: Iron Heroes has two classes - berzerker and harrier, which seem particularly appropriate for Aiel).
 
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DeBracy said:
This seems very rare to me when it comes to d20 books. I've heard that there is something of the sort in the Forgotten Realms CS (correct me if I'm wrong) and without looking it up I dare guess that there's something in Conan as well...? Otherwise I haven't really seen or heard of any more products that involve "crunchy culture".
Yes, the Forgotten Realms has a system like this for depicting culture and home region.

There are separate entries for each geographic region, typically a single kingdom or distinct geographic area is it's own "region". In later books, major distinct areas of the underdark also counted.

Knowledge (Local) has to be specific to a region. You can have Knowledge (Local: Dalelands) or Knowledge (Local: Waterdeep), but not just Knowledge (Local) that works for anywhere. Since many campaigns can be based entirely out of one region (Dalelands, Waterdeep, Silver Marches ect.), this isn't a huge limitation.

A region first recommends which subrace/ethnicity you are. Human ethnicities really have no game mechanic, but it does at least remind you that not all people look the same.

It also gives you an extra language besides Common, based on your region. There is an assumption that a more local language is used widely in day-to-day life and among everyday folk, and that while Common is known by most everyone, it's most often used by travellers, for trade, and as a universal second language. It also defines what your Bonus Languages from Intelligence can be (a list of languages commonly spoken in the area), and what the most commonly worshipped deities are for the area.

There is also selections of Bonus Equipment, two or three options of additional starting equipment, worth about 300 GP (since the Realms is a slightly higher powered setting than normal), that reflects the tone of the region. Magical lands may give a wand of a 0th level spell with 20 charges or a potion or two, while people from lands with a history of warfare may get a free masterwork weapon or armor (expatriates from the oriental part of the world can of course get a Katana), while mercantile lands just offer raw cash, the equipment does seem to reflect the "style" of the area.

Lastly, there is the most famous "big crunch" of system, the Regional Feats. You can only have one Regional Feat, and you must take it at 1st level. Each region has anywhere from three to six of these feats, and they are distinctly more powerful than normal feats (but you can only have one, and the Realms are a somewhat high-powered setting). Examples of Regional Feats can include Militia (you are a member of a militia, and thus proficiency with all martial weapons), Magical Training (you come from a land where magic is very common and taught to all, you can choose three cantrips and cast each one once a day), or Education (you actually had a formal, comprehensive education growing up, and all Knowledge skills are always class skills for you, as well as +2 to two Knowledge skills).

So that's how they do it.
 

If you don't mind a historical fantasy setting and some sci-fi elements, Northern Crown has some pretty detailed rules about cultural differentiation. All of the cultural bonuses are added in addition to normal human traits and reward class choices more for culturally preferred classes.
 

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