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Dragonlance Campaign Setting: Missed Opportunity?
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<blockquote data-quote="Vocenoctum" data-source="post: 1372461" data-attributes="member: 2477"><p>Kender: ammoral little thieves, who for some reason are not responsible for their actions. Hard to integrate into a group with such repeated behavior.</p><p></p><p>Gully Dwarves: one trick jokes, also hard to integrate into a group with repeated use of the stupidity.</p><p></p><p>Tinker Gnomes: silly, my main problem with them is not that they are tinkers themselves, but that the archetype has bled through into other campaign worlds gnomes as well. Inventing is not a good campaign model for most people.</p><p></p><p>All three races are useful from a literary standpoint, but integration into an adventuring group is usually more of stereo types and repeated jokes than it is a well developed character. Sure you can break the mold, but then why use the mold if only to break it?</p><p></p><p>That said, I've had a mad tinker gnome, and DMed a group with a minotaur and kender barbarian (in 1.5 edition). The games were fine, but there are valid reasons that people don't like them in a long lasting campaign.</p><p></p><p>Least of all, because they seem to have some form of legal protection for their antics. I think at the dawn of time they must have submitted an insanity plea and become Wards of the Celestial Court or something.</p><p></p><p>It's almost as silly as Steel Pieces. ("steel is used for coinage, because steel is useful. Now pay me 15 steel pieces for this 4 pound steel sword." even worse now that it's 50 to a pound, but still silly when it was 10 to a pound.)</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 1372461, member: 2477"] Kender: ammoral little thieves, who for some reason are not responsible for their actions. Hard to integrate into a group with such repeated behavior. Gully Dwarves: one trick jokes, also hard to integrate into a group with repeated use of the stupidity. Tinker Gnomes: silly, my main problem with them is not that they are tinkers themselves, but that the archetype has bled through into other campaign worlds gnomes as well. Inventing is not a good campaign model for most people. All three races are useful from a literary standpoint, but integration into an adventuring group is usually more of stereo types and repeated jokes than it is a well developed character. Sure you can break the mold, but then why use the mold if only to break it? That said, I've had a mad tinker gnome, and DMed a group with a minotaur and kender barbarian (in 1.5 edition). The games were fine, but there are valid reasons that people don't like them in a long lasting campaign. Least of all, because they seem to have some form of legal protection for their antics. I think at the dawn of time they must have submitted an insanity plea and become Wards of the Celestial Court or something. It's almost as silly as Steel Pieces. ("steel is used for coinage, because steel is useful. Now pay me 15 steel pieces for this 4 pound steel sword." even worse now that it's 50 to a pound, but still silly when it was 10 to a pound.) [/QUOTE]
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Dragonlance Campaign Setting: Missed Opportunity?
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