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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="Faolyn" data-source="post: 8651040" data-attributes="member: 6915329"><p>I very much agree, [USER=7023887]@AcererakTriple6[/USER]. Like you, I very much like Spelljammer, but the core concept--wooden (mostly), magical ships flying through space between worlds--is more important than any one element like the phlogiston, and removing the phlogiston doesn't effect that core concept. I can't say I'm <em>thrilled </em>with the apparent loss of the crystal spheres (what are they going to do with stars?), but as long as there's still Wildspace, I'm fine. If they include spheres and say it's the Astral outside, fine. If they don't include spheres and just say Wildspace fades into the Astral, then either their explanation will be cool, I re-create the spheres, or I find some happy medium. No biggie. It's a few minutes of typing.</p><p></p><p>And the same thing with Dragonlance. What's the core concept? It's epic battles between Good and Evil, with dragons and gods as major players, and with warriors battling each other on dragonback while armies clash below. Removing or altering gully dwarfs (or kender or tinker gnomes) doesn't affect that core concept. Even if a gully dwarf was important in a novel published 20 years ago, that doesn't alter the fact that, as a race, they're both offensive and poorly thought-out. Gully dwarfs, kender, and tinker gnomes all have <em>bad </em>core concepts that are designed to make light of intellectual or developmental disabilities <em>and </em>don't make sense from any sort of worldbuilding perspective.</p><p></p><p>My own fix for gully dwarfs, if I were ever to run a Dragonlance game (which I won't, since I'm not a fan of the setting), is to say they're a clan of dwarfs who works in clay, not stone or metal, and thus looked down upon by other dwarfs and discriminated against. They're "dirty" because clay is messy, and "stupid" because other dwarfs don't think it's worth educating them and don't let them attend dwarf schools. But they're still as intelligent as anyone else and can, and do, get book-learning through their own efforts or with assistance from humans or other races. Judging by what we've seen so far, alas, it's unlikely that WotC will go in a similar direction.</p><p></p><p>Also, I personally liked the caliban, and so does my table, where three of my five players are playing one (well, three were, but one PC died and the new character is an outlander orc). But agree that they aren't appropriate for a published book, since it's effectively saying that birth defects are a legitimate <em>curse</em>. And that's just not OK. I love Ravenloft, but I'm glad that caliban aren't in VRGR.</p><p></p><p>(My homebrew version goes a bit beyond birth defects: one character literally looks like a living doll, with ball joints, and the other looks kind of Witcher-esque, but in a perfect and creepy uncanny valley way; the one who died <em>did </em>go for the hunchback type, though--but that was the player's choice.)</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8651040, member: 6915329"] I very much agree, [USER=7023887]@AcererakTriple6[/USER]. Like you, I very much like Spelljammer, but the core concept--wooden (mostly), magical ships flying through space between worlds--is more important than any one element like the phlogiston, and removing the phlogiston doesn't effect that core concept. I can't say I'm [I]thrilled [/I]with the apparent loss of the crystal spheres (what are they going to do with stars?), but as long as there's still Wildspace, I'm fine. If they include spheres and say it's the Astral outside, fine. If they don't include spheres and just say Wildspace fades into the Astral, then either their explanation will be cool, I re-create the spheres, or I find some happy medium. No biggie. It's a few minutes of typing. And the same thing with Dragonlance. What's the core concept? It's epic battles between Good and Evil, with dragons and gods as major players, and with warriors battling each other on dragonback while armies clash below. Removing or altering gully dwarfs (or kender or tinker gnomes) doesn't affect that core concept. Even if a gully dwarf was important in a novel published 20 years ago, that doesn't alter the fact that, as a race, they're both offensive and poorly thought-out. Gully dwarfs, kender, and tinker gnomes all have [I]bad [/I]core concepts that are designed to make light of intellectual or developmental disabilities [I]and [/I]don't make sense from any sort of worldbuilding perspective. My own fix for gully dwarfs, if I were ever to run a Dragonlance game (which I won't, since I'm not a fan of the setting), is to say they're a clan of dwarfs who works in clay, not stone or metal, and thus looked down upon by other dwarfs and discriminated against. They're "dirty" because clay is messy, and "stupid" because other dwarfs don't think it's worth educating them and don't let them attend dwarf schools. But they're still as intelligent as anyone else and can, and do, get book-learning through their own efforts or with assistance from humans or other races. Judging by what we've seen so far, alas, it's unlikely that WotC will go in a similar direction. Also, I personally liked the caliban, and so does my table, where three of my five players are playing one (well, three were, but one PC died and the new character is an outlander orc). But agree that they aren't appropriate for a published book, since it's effectively saying that birth defects are a legitimate [I]curse[/I]. And that's just not OK. I love Ravenloft, but I'm glad that caliban aren't in VRGR. (My homebrew version goes a bit beyond birth defects: one character literally looks like a living doll, with ball joints, and the other looks kind of Witcher-esque, but in a perfect and creepy uncanny valley way; the one who died [I]did [/I]go for the hunchback type, though--but that was the player's choice.) [/QUOTE]
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