I don't agree, at least in terms of calling your character the name of another class that it isn't a part of.
Want to call your sorcerer a dragon shaman? Sure.
A wizard? Not unless you're lying.
What's wrong with that?
Hiding one's true class(es) is a time-honoured tradition. A Druid with a small pet could easily call herself a Sorcerer with a familiar if she wanted to...
Arial Black said:
Pcs are people too! The idea that every single PC in the world is set apart like a leper and instantly recognisable, whether or not they've seen a 'dungeon' in their lives, is absurd!
There are thousands upon thousands of sentient humanoids in our campaign worlds. We can play any of them. As soon as we do, this doesn't turn them into an 'adventurer' as if that were what you are rather than what you do. The idea that 'adventurer' is an in-world profession-like a plumber-complete with apprentices, journeyman and masters, is absurd to me. happens, people deal with it as best they can. They can certainly self-identify as an 'adventurer' if they want, and find 'dungeons' to delve, but the very fact that your character is controlled by a player instead of the DM should not dictate that they somehow become 'other' in-game. If your PC artisan blacksmith gets ambushed by an orc on his way home, he hasn't stopped being a 'blacksmith' and started being an 'adventurer'; he's just a guy who survived a mugging. When he walks into a bar in the next village afterward, before the news of the ambush reached there, why would the barkeep exclaim, "Ah, an adventurer!"
Apprentice adventurers = 1st level; journeymen = 5th level, masters = 9th level.
Other than that, you're bang on here in that characters should fit in seamlessly with the rest of the living game world.
However, there's most likely quite a few "tells" that show any party (that isn't taking pains to disguise itself) to be adventurers of some sort to anyone who's at all familiar with the type; let's take a typical party-walks-into-a-bar setup:
- they haven't bathed in a month
- they're of unusually mixed racial stock: a Dwarf, an Elf, a Part-Orc and a what-the-hell-is-that? walk in together in a mostly Human-Hobbit town - yep, adventurers
- they have (and spend) way more money than the common folk yet don't look the least like they're high class or nobility {edit: and the bar is probably in the wrong part of town for such types}
- they act like they're the baddest asses in the place, mostly because they probably
are the baddest asses in the place
- they dress funny; by that I mean you've got the wizard in robes, the cleric in holy raiment (or at least holy colours), the warriors look like warriors, etc.
- the party Bard inevitably becomes the evening's entertainment, supplanting whatever house band might have been playing
Shall I go on?
Tony Vargas said:
A D&D 'elf' isn't exactly like a Tolkien elf or an ElfQuest elf or an Aldriyami or a lot of other things that are on some level 'elves,' but it's probably the closest race for a lot of 'em.
I've got sub-races of Elves for exactly this. Tolkein Elves are the Fair Elves, standard Elves are similar but shorter than Tolkein has them; and Elfquest Elves are the Arctic Elves, kind of a barbarian Elf race.
And as for race in general: race is locked in at initial roll-up and cannot be wilfully changed thereafter, though it can in rare cases be forcibly changed usually via some sort of curse. It can't be changed or augmented or trained into at each level-up like a class can...it just can't.
Race has a concrete meaning...about as concrete as gender in real life: sure there's times where it's not clear but most of the time it is, and if it looks like a Dwarf and swears like a Dwarf and drinks like a Dwarf - and can keep doing all these things long beyond the duration of a polymorph spell - chances are high that it's a Dwarf.
Lan-"adventurer and proud of it"-efan