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Going beyond humans in funny clothes?
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<blockquote data-quote="Brazeku" data-source="post: 3680946" data-attributes="member: 48916"><p>Designing new cultures/races is one of my great loves, to the extent that a lot of the plots I run are based around culture clash.</p><p></p><p>When you're dealing with an entire species, if you want it to be credible (it doesn't have to be, but if you want it to be), you should start by establishing the geography, populating it with critters, and then molding their intellect to match their bodies and to effectively serve as survival strategies.</p><p></p><p>Usually if you do this, you'll have enough material to build a few cultures from (with an application of logic). At the same time you can construct a history (tying culture and behavior to history is also a good way to make history relevant as opposed to just boring old background).</p><p></p><p>You can go as hogwild as you want, but I've found there are some things players are not interested in playing or even interacting with. Usually I follow these restrictions:</p><p></p><p>-generally human sized (give or take a few feet)</p><p>-generally humanoid</p><p>-has sight as a secondary sense at least</p><p>-capable of communicating with the other races either naturally or through artifice</p><p>-has physical restrictions similar to those of a human</p><p>-has a connection to and impact in the world (intertwining histories, multiple countries, etc)</p><p>-has comprehensible motivations</p><p>-psychology accounts for a degree (either wide or limited depending on the race) of individual variation</p><p></p><p>This still gives you a lot of leeway. I'll tell you it's quite rewarding to have players adopt favorite races and really get into their roles.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3680946, member: 48916"] Designing new cultures/races is one of my great loves, to the extent that a lot of the plots I run are based around culture clash. When you're dealing with an entire species, if you want it to be credible (it doesn't have to be, but if you want it to be), you should start by establishing the geography, populating it with critters, and then molding their intellect to match their bodies and to effectively serve as survival strategies. Usually if you do this, you'll have enough material to build a few cultures from (with an application of logic). At the same time you can construct a history (tying culture and behavior to history is also a good way to make history relevant as opposed to just boring old background). You can go as hogwild as you want, but I've found there are some things players are not interested in playing or even interacting with. Usually I follow these restrictions: -generally human sized (give or take a few feet) -generally humanoid -has sight as a secondary sense at least -capable of communicating with the other races either naturally or through artifice -has physical restrictions similar to those of a human -has a connection to and impact in the world (intertwining histories, multiple countries, etc) -has comprehensible motivations -psychology accounts for a degree (either wide or limited depending on the race) of individual variation This still gives you a lot of leeway. I'll tell you it's quite rewarding to have players adopt favorite races and really get into their roles. [/QUOTE]
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