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Driders are opposite now: Discuss
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<blockquote data-quote="jgbrowning" data-source="post: 4422675" data-attributes="member: 5724"><p>I liked the old driders. The curse may have made you more powerful, but what is power when one has no society, no family, no house, and are hated by your own kind?</p><p></p><p>Concerning the reason why it's bad: looking like a spider should be a good thing to most drow one would think, but the only reason why one does have the drider form is because of failure. The racial intense hatred of failure, coupled with the irony of a form that should be considered attractive, but isn't because it's the result of failure, seems like a type of punishment Lolth would dispense. This was an enjoyable example of racial complexity - the expected is not true.</p><p></p><p>A decent real-world analogy is that the jobs that society views as essential and prestigious are often not the highest paid, while jobs that are socially frowed upon can often pay better than jobs that are not. This shows that there is a complexity in our interactions.</p><p></p><p>Viewing "better" based on stats is a problem for a rpg, because stats aren't that important when designing societies. Redesigning the game's social fluff because of those stats is a bigger problem, IMO.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 4422675, member: 5724"] I liked the old driders. The curse may have made you more powerful, but what is power when one has no society, no family, no house, and are hated by your own kind? Concerning the reason why it's bad: looking like a spider should be a good thing to most drow one would think, but the only reason why one does have the drider form is because of failure. The racial intense hatred of failure, coupled with the irony of a form that should be considered attractive, but isn't because it's the result of failure, seems like a type of punishment Lolth would dispense. This was an enjoyable example of racial complexity - the expected is not true. A decent real-world analogy is that the jobs that society views as essential and prestigious are often not the highest paid, while jobs that are socially frowed upon can often pay better than jobs that are not. This shows that there is a complexity in our interactions. Viewing "better" based on stats is a problem for a rpg, because stats aren't that important when designing societies. Redesigning the game's social fluff because of those stats is a bigger problem, IMO. joe b. [/QUOTE]
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