Remathilis
Legend
You know who else was interested in Eugenics?
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Sorcerer-Kings see brought it around to topic.
Sorcerer-Kings see brought it around to topic.
People don’t necessarily see that and think “eugenics,” but that’s the problem. They should, because that’s a eugenicist belief.
It doesn’t matter if that’s why the jokes resonated. That the jokes resonated, and the jokes also happen to be fundamentally eugenicist, is contributing to the problem of eugenicist ideas being accepted within US culture.
Right, and that’s the problem. Not thinking much about it is what makes it pernicious. People should think about it, because if they did, most of them probably wouldn’t be so accepting of it.
They walked away agreeing with the premise, yes. And the premise is eugenicist. If they thought about that, they might have walked away thinking “that was pretty funny, but I disagree with its premise,” because most of them consciously believe eugenics is bad. But, they didn’t do that.
A5E doesn't have an official half-giant, though there's one in MOAR. We'd also need to make a buggish heritage that isn't small for Kreen aficionados.Culture thoughts about a potential knock-off using A5e.
Cultures that work without modification:
Caravanner: Works great for both caravan runners and caravan guards traveling between the settlements.
Child of Zev: If there's a "Silt Sea" equivalent, or some vehicles build to roll over sand, this works great for raiders.
Cinder Chaser: Nice desert-dwelling heritage to avoid issues with heat, though you still need water.
Circusfolk: Probably fairly rare, but still a thing that should exist.
Collegiate: Absolutely works for a "Disaffected Scholar" or sheltered character.
Cosmopolitan: Okay, this one is a BIT of a stretch, conceptually, but not the worst.
Dragoncult: Could be fun. Either for servants of the Tyrants or monsters in the wilds.
Earthen Artisan: Solid for "Dwarfy" vibes without being "Dwarf"
Faceless: Faceless Bards as Assassins? Hell yeah.
Forsaken: Honestly most people are forsaken in the setting if we're honest.
Imperial: This works -really- well for Templars.
Itinerant: Traveler from settlement to settlement function.
Lone Wanderer: Nice "Tribe of One" concept.
Meld Member: There's probably not that many Mycelial Networks, but you could also use this for telepaths.
Moonkeeper: Secret nighttime desert cult? Yes, please.
Nomad: Solid wanderer conceit.
Settler: Honestly I like this one for Caravan Guards, too.
Sewer Rat: You've -got- to have mazelike tunnels and sewers under the baddie's palace for people to sneak through!
Tyrannized: Again, pretty much everyone!
Underlander: Works for sewer dwellers but also people living underground to beat the heat.
Villager: 'Cause you have to.
Warhordling: This also works really well for Templars and Gnolls.
Zevanchist: Monastery Life FTW!
Most of the rest would either need some significant recontextualizing, or to have their Supply-based benefits changed out, dramatically.
A5E doesn't have an official half-giant, though there's one in MOAR. We'd also need to make a buggish heritage that isn't small for Kreen aficionados.
That Rachel Williamson, she's got some skills. You should hire her @Steampunkette
It always has been... I always assumed it was deliberate given the early nineties was the heyday of Captain Planet & the like.I skipped a lot of this thread, but I'm wondering if the Dark Sun setting as imagined could be a thinly (or not veiled at all!) climate allegory?
Not sure if this is meant as a joke or an earnest question, but assuming the latter, yes, 100%. Dark Sun had pretty strong environmentalist themes from the very beginning, though I think @Steampunkette ’s take leans into them even more and expands them into broader anticapitalist themes.I skipped a lot of this thread, but I'm wondering if the Dark Sun setting as imagined could be a thinly (or not veiled at all!) climate allegory?