D&D General DnD Stereotypes In The Home Game

S'mon

Legend
I guess I tend to run settings the way they're presented? So in FR people hate/fear Drow, Orcs etc but only mildly distrust half-Orcs & Tieflings.

1) Dwarves and Elves are racist toward each other

Not particularly - up to the players, but I don't recall this coming up.

2) Half-orcs whose parents love each other are a rare exception, or even just nonexistent.

There are so few half orcs IMC I don't recall parentage being discussed. Up to the player of a PC, but orc-raped-human certainly seems a default. I don't recall using the 4e fluff.

3) Halflings are just hobbits.

Pretty much. But hobbits are scary guerilla fighters.

4) Villagers will literally attack “ugly” races on sight, even if they aren’t doing anything threatening and are well groomed and dressed. Ugly here means “monstrous” or otherwise very very not human (anything from Gnolls to Dragonborn)

No, that would be pretty much insane for lightly armed villagers to attack random dragonborn. They'd probably attack a lone gnoll, or at least shut the gate on it, but not a gnoll in the company of humans/elves/dwarves. Dragonborn are well regarded in most of my settings; Tieflings are distrusted but not attacked on sight. Tabaxi may be the butt of cat jokes, but this is more an OOC thing. :)
I've not had a player play an 'always chaotic evil' race like gnoll, orc or hobgoblin.
 
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Coroc

Hero
Got a gnome illusionist in the group I dm for, it is probably just me, but I really love archetypes. I almost hate todays everything with everything (Sounds like number 99 on the Chinese restaurants menu) mentality, except for; eberron there it is everything goes (if I would dm it which I do not) but in eberron it is base of the campaign world and so I am totally cool with it. In planescape I would also accept a few of the weirder races as PCs (but also do not DM it currently). In every other campaign I DM I heavily restrict, and I tend to promote archetype combos to my players.

In the FR group I play I play a wild elf ranger and we got a dwarf barbarian also so there is some banter whether rock or wood has better qualites, dwarven beer or elven wine, and, of course whether dwarven females have beards or not :p and how often dwarves take a bath :p
 


Coroc

Hero
Kender should be banned in all world's even Krynn.

Banned in all worlds .. yes totally..

...except for Krynn, I love the concept. If a player does this right in a funny non violent sense which only causes small nuisances to the rest of the group it can be awkwardly humorous and good intra party RP.
 

Coroc

Hero
Stout Halflings are a little hobbity but that's as far as I've gone with any of these.

The one I often get is if I'm playing a barbarian he must be stupid, despite the fact that he speaks, reads, and writes in 3 different languages.

Stout are the ones with the hairy or the big feet?
Nah don't bother to answer I am just joking :p

What is banned in all of my world are Halfling barbarians, they are the anti achetype per se for me especially if they wield a greatsword.
 

Zardnaar

Legend
Banned in all worlds .. yes totally..

...except for Krynn, I love the concept. If a player does this right in a funny non violent sense which only causes small nuisances to the rest of the group it can be awkwardly humorous and good intra party RP.

Dark Sun solution. Treat them as Gnomes.
 




Zardnaar

Legend
So how did you prevent that?

I didn't they souped up an Elven Man O War and turned it into a rammer that could one shot most if the weaker ships in Spelljammer via a high maneuverability rating (A).

They played it like Star Wars D6 where being a smuggler was more fun than being rebels.

We were 15-17 or so.
 
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Bitbrain

ORC (Open RPG) horde ally
I try not to use the traditional fantasy stereotypes on my campaigns.


In my Dark Sun-inspired campaign:

1). Elves are desert nomads who never display a trace of arrogance or xenophobia. Most monsters in the world prefer elf-meat to all other sources of nutrition, so for an elf to behave dismissively towards humans, halflings, and muls really isn’t a good idea.
2). Halflings are most definitely not hobbits. They prefer to walk on all fours, they see nothing wrong with eating their dead, and only one subrace wears clothes.


In my Eberron campaign:

Eberron is built on the premise of turning traditional fantasy stereotypes upside down, so the only thing I changed in my campaign was the setting-specific stereotype of Zilargo gnomes (since they are the one part of Eberron I don’t like). Instead of a police state, my version of Zilargo is basically a nation-wide opium den.
The idea is that the gnomes and eladrin both originated from Thelanis, but where the giants mutated the eladrin into elves, the gnomes are still “genetically unchanged” and every single one of them wants to do one thing: return to Thelanis.

Sadly, since most of them are unable to do so (not having access to planeshift), they spend their days stoned out of their minds on dreamlily.
 
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DND_Reborn

The High Aldwin
They come up in threads all the time, but I have a wonder.

That is, how often do the various stereotypes of DnD actually play out in your home games?

Now, that’s a very broad question, so I’ll throw out some examples of what I mean.

1) Dwarves and Elves are racist toward each other

2) Half-orcs whose parents love each other are a rare exception, or even just nonexistent.

3) Halflings are just hobbits.

4) Villagers will literally attack “ugly” races on sight, even if they aren’t doing anything threatening and are well groomed and dressed. Ugly here means “monstrous” or otherwise very very not human (anything from Gnolls to Dragonborn)

Likewise, how have you rejected or subverted the stereotypes in your games?
Maybe not to the extent others think of these, but we play with most of them to one degree or another, of course there are always exceptions.
 

1-3) If I'm playing with a bunch of new players I lean a little more heavily upon established tropes to make the game more familiar to them. The more I know you was a player the more likely I am to mix up the setting. Geography and culture also has a lot to do with it. A tribe of mountain orcs might raid for food every winter, while agricultural minded orcs 1000 miles to the west haul trade wagons into town peacefully every week.

4) I lean on this one more heavily. People in real life are massively condition to react a certain way to ugly or beautiful people. While I do not include things like sexism or familiar racism in my games, this particular 'ism' is hard to remove without social interaction starting to become unrecognizable.

Of course, familiarity breeds apathy so a large cosmopolitan city is going to be more tolerant... but usually not to the point of everyone being totally woke, because that tends to make for poor stories.
 

Oofta

Legend
Wherever you want it to?
Then I guess I would say that I stopped at making minimal changes because I don't see any reason to do more. I'd rather focus on telling stories. I can describe a gnome city as "Tinker gnome version of Las Vegas", and people know what I'm talking about. I want races to be distinct for reasons other than culture (although culture does come into play as well), and the base assumptions of D&D do an acceptable job of that. One of the things that always bugs me about sci-fi TV like Star Trek is that all aliens are basically humans with prosthetics. Not just physical form but attitudes and societies as well.

I have modified the world from basic pseudo-medieval society because magic is going to change society. I've put a lot of thought into how existing races are going to interact, how various races are going to integrate into human dominated societies. Elves are stand-offish because they don't want to become attached. They come off as aloof because they live in the moment and may enjoy your company but know humans will be gone in the veritable blink of an eye. Dwarves are pragmatic to a fault, and embrace order because they need to function in a society with limited resources, cramped quarters, generally in a areas under constant threat.

I also think common tropes can be useful, it helps people come up with variations on the theme that are more interesting.

But that's just me. Want to rewrite every race, stand every trope on it's ear? While I don't see the point if you and your group enjoy it that's fantastic. Different people play for different reasons with different expectations and with different styles.
 

Retreater

Legend
My setting has a lot of warring political factions, based around ancestry, religion, and other social structures.

All the elves and dwarves come from common ancestors. In fact, the elves call the dwarves "rock elves" and are considered an offshoot just like the wood elves or high elves (and sea elves). The tieflings and aasimar are against each other for religious reasons, but they too come from a common ancestor of the eternals.

I have played up these differences to the point where it's become not fun for some of the players. Now I'm scaling it back significantly. If I had to do over, I'd probably not have world politics play as much into the game.
 

Arnwolf666

Adventurer
I treat different races the way a person in medieval Europe in the real world would view them if they actually met them. So play a half-orc or Dragonborn with that in mind. Dwarves and halflings better make people think they are short humans. Elves better hide there ears.


I admit i don’t all games like that. I love me some planescape and other settings too.
 
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Arnwolf666

Adventurer
I don't tend to rely much on tropes in my games.

Dwarves and elves get along about as well as anyone else does.

Elves and drow don't particularly get along, but they have their reasons. The elves are children of the great World Trees. The home world of the World Trees was devoured by the progenitor of the drow, a powerful spore-based World Eater. The surviving World Trees fled to the Prime World, and the World Eater sent a piece of herself after them, intending to finish the job. Unfortunately for her, the Prime World's climate proved inhospitable, and she was forced to retreat to the depths below. Long story short, the World Trees eat a number of the indigenous humanoid life forms that they encounter and use this essence as inspiration for the elves. The World Eater eventually encounters some elves, eats them, and decides to create its own race from this template. So the World Trees and the World Eater fight a proxy war, but it's primarily a cold war.

While the elves and drow who live near their progenitors tend to be fairly prejudiced against each other, those who leave their communities tend to be more free minded, and soon discover that much like themselves, their counterparts tend to have little interest in the war of their progenitors.

As for halflings, they're reasonably close to the PHB version (which is to say, not particularly Hobbit like). The short version is that the god of rogues tricked the god of paladins into cutting off his pinky finger, and the first halflings sprung from that finger when it struck the ground. As such, halflings have the cleverness of the Trickster and the courage of the Champion. According to legend, at any rate.

Half orcs tend to originate from nomadic tribes who intermingled with orcs. This was seen as a benefit to both, as the resulting progeny were both strong and clever. As such, half orcs are highly respected among nomadic cultures, though they sometimes meet with prejudice in "civilized" lands, owing to the false notion that all half orcs are uncivilized barbarians.

Tieflings are very different. While some do gain their appearance through devilish bargains, they are the exception rather than the rule. There are Hellholes in my world from which demons and devils crawl up out of the ground (borrowed from 13th Age). These Hellholes became fortified locations, to protect the region from fiendish hordes. The warriors who fought the fiends were exposed to their blood, and over several generations became Tieflings. As such, Tieflings are respected by many; it's a badge of honor.

Monsters are rarely kill on sight in my games, particularly if they are with non-monsters. Of course, that only applies if they behave themselves and don't threaten the community.

In a previous campaign, which was essentially a PoL setting, I had a young adult bronze dragon who was making his fortune by flying between towns and functioning as a trader. He was most welcome in town. Of course, the only killing he did was in the mercantile business.

A big part of why I generally aim for something different with my games is that one of my groups has been gaming together for two decades. As such, while they don't mind Tolkien-esque fantasy, they prefer something new and different, when possible.

Oh god I love your halflings. I am so going to steal that.
 


Alzrius

The EN World kitten
2) Half-orcs whose parents love each other are a rare exception, or even just nonexistent.

My group had a lot of fun subverting this in our last game. My half-orc barbarian was a surly teenager who liked to talk about all of the prejudice he'd experienced at the hands of humans due to his parentage, when in fact his parents had been two half-orcs (PCs from a previous campaign) who had won general public acclaim and risen to found a fledgling kingdom, and raised him in relative luxury and with the goodwill of the local populace.
 

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