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Goblinoids in D&D 5e: Their Origin, Story, and Tragedy (+)
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<blockquote data-quote="AverageMojito" data-source="post: 8529878" data-attributes="member: 7031837"><p>What I like about origin stories is they can help worldbuilding. Maglubiyet doesn't exist in my current setting (and I couldn't care less about they) and goblins follow whatever belief they choose to (mostly cultural influence). So when I read an origin story, be it this article or a book lore, I take hooks and ideas I can, maybe, use later.</p><p></p><p>When I read WotC saying "goblins have fey ancestry and were corrupted by evil gods", all I listen is "here's another idea you can tinker with", and I welcome ideas. I had a game where goblins were the villains, purely evil mf. I have a game now where orcs and goblins are just another guy next door. They all work just fine.</p><p></p><p>I'll add something else: I strongly dislike "racial pantheons" that exist only to represent "this all-father god created this race". Cultural pantheons are so much more interesting and logical. From official settings, I think Eberron did it best in this regard, to my taste, ofc.</p><p></p><p>I have to acknowledge it's a common trope, though. One of those laughable things from fantasy (medieval, sci-fi, etc.) where an entire species (in the case of sci-fi, often billions of people) just happen to be unified under a single banner, no matter what and where. Yeah, right...</p><p>It has its uses in TV and movies, yes, but we're not limited in regards to budget or audience. It's all in our minds and tabletops, and they go wherever we want them to.</p><p></p><p>Another add: IIRC, Stars Without Numbers generates worlds with different factions in power. Kudos to the design team. One world, one banner is close to impossible without mind control. Oh, wait... huh...</p></blockquote><p></p>
[QUOTE="AverageMojito, post: 8529878, member: 7031837"] What I like about origin stories is they can help worldbuilding. Maglubiyet doesn't exist in my current setting (and I couldn't care less about they) and goblins follow whatever belief they choose to (mostly cultural influence). So when I read an origin story, be it this article or a book lore, I take hooks and ideas I can, maybe, use later. When I read WotC saying "goblins have fey ancestry and were corrupted by evil gods", all I listen is "here's another idea you can tinker with", and I welcome ideas. I had a game where goblins were the villains, purely evil mf. I have a game now where orcs and goblins are just another guy next door. They all work just fine. I'll add something else: I strongly dislike "racial pantheons" that exist only to represent "this all-father god created this race". Cultural pantheons are so much more interesting and logical. From official settings, I think Eberron did it best in this regard, to my taste, ofc. I have to acknowledge it's a common trope, though. One of those laughable things from fantasy (medieval, sci-fi, etc.) where an entire species (in the case of sci-fi, often billions of people) just happen to be unified under a single banner, no matter what and where. Yeah, right... It has its uses in TV and movies, yes, but we're not limited in regards to budget or audience. It's all in our minds and tabletops, and they go wherever we want them to. Another add: IIRC, Stars Without Numbers generates worlds with different factions in power. Kudos to the design team. One world, one banner is close to impossible without mind control. Oh, wait... huh... [/QUOTE]
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