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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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General Tabletop Discussion
*Dungeons & Dragons
how are stories infused with a race?
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<blockquote data-quote="Stormonu" data-source="post: 8512826" data-attributes="member: 52734"><p>On the opposite end of the scale, you might just want to start with for now "they exist". Just the barebones description and mechanical abilities.</p><p></p><p>As the race appears in your game, either as PCs or NPCs, you can then build on their racial attributes, culture and place in the world. A reason to do this is that many folk make the mistake of stereotying their custom races and it can become difficult to expand them beyond that narrow definition. By starting with a Schrodinger state of existance, you can build outward in directions to fit the story without too much worry of butting up against pre-existing lore. As an alien species, the lack of knowledge about their culture beyond a few simple tidbits creates a mystery that might appropriately fit the race. As things happen in the campaign, you can backtrack to include those details into the racial write-up.</p><p></p><p>An example of this is the Klingons. When Star Trek first started, they started as Warmongering Soviets - very little was intially revealed about them other than they were Bad Guys (mostly). As they showed up in more episodes and the movies, their culture and society was fleshed out (and went through many a revision). They are much unlike the original depiction that came out in the TOS, with significant developments in TNG and even more refinement in DS9 (and Enterprise).</p><p></p><p>This was also very much the way the Al'Galue and Tyres Haul (variant dragonborn for my homebrew) developed. I started with a couple mechanics and built backward into their culture through campaign events (the Al'Galue now come "from the stars" as maligned invaders, and the Tyres Haul are half-elf, half-polymorphed dragon bred true).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8512826, member: 52734"] On the opposite end of the scale, you might just want to start with for now "they exist". Just the barebones description and mechanical abilities. As the race appears in your game, either as PCs or NPCs, you can then build on their racial attributes, culture and place in the world. A reason to do this is that many folk make the mistake of stereotying their custom races and it can become difficult to expand them beyond that narrow definition. By starting with a Schrodinger state of existance, you can build outward in directions to fit the story without too much worry of butting up against pre-existing lore. As an alien species, the lack of knowledge about their culture beyond a few simple tidbits creates a mystery that might appropriately fit the race. As things happen in the campaign, you can backtrack to include those details into the racial write-up. An example of this is the Klingons. When Star Trek first started, they started as Warmongering Soviets - very little was intially revealed about them other than they were Bad Guys (mostly). As they showed up in more episodes and the movies, their culture and society was fleshed out (and went through many a revision). They are much unlike the original depiction that came out in the TOS, with significant developments in TNG and even more refinement in DS9 (and Enterprise). This was also very much the way the Al'Galue and Tyres Haul (variant dragonborn for my homebrew) developed. I started with a couple mechanics and built backward into their culture through campaign events (the Al'Galue now come "from the stars" as maligned invaders, and the Tyres Haul are half-elf, half-polymorphed dragon bred true). [/QUOTE]
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