Afrodyte said:
Consider the treatment of elves in various settings. I like elves. I'm deeply infatuated with elves. I like the idea of a class of beings so similar to humanity but with 2 major differences: magic and immortality (well, sorta). But I get tired of seeing so many settings rehash the same tired old elf cliches. It seems that the only way people seem to know how to create substantial differences between races is to create subraces.
(...)One thing I like about Middle Earth is that, even without Tolkien directly stating it, I saw that each of the Free Peoples had a role unique to them that was reflected in their psychology, attitudes and abilities. However, in many RPG products, you don't get this. At most, you get likes and dislikes and a few attitudes, but no sense of where they come from or why it matters. Usually, these read more like instructions on how an individual player should play an individual character "correctly." You get no sense of what makes an elf and elf, or a dwarf a dwarf, or a gnome a gnome, etc, in any game. You just get . . . data. Without that thematic grounding, the most you can do is play by a bunch of details that don't mean anything to the player in the context of the setting. I can understand why people so often see elves as "humans with pointed ears."
I've done some work to explain the nature of the various "standard" races within the context of
Urbis. You can read the essay
here. Please tell me if that's what you are looking for - I tried to make the "normal" races as interesting as possible.
Preferably
without adding any new elven subraces...
Now let's examine the worlds. Once again, I don't think the problem is medieval fantasy, but doing the same type of medieval fantasy.
I've been trying to get away from with this Urbis - in the end, it's not
medieval fantasy, but
pseudo-industrial fantasy, if that's making any sense...
You have a history that presents a unified cosmology that opens with the creation of the world and describes in so many words how the world came to be what it was. Interestingly, there is no uncertainty, no mystery, no differences of opinion or focus.
I'm trying to avoid that, too - the origin of the universe of Urbis is a mystery, although there many, many theories. In general, the universe works according to some rough analogies of our "Laws of Nature", with magic thrown into the mix - and like modern-day physics, nobody has a good idea how everything
really started. And the gods are more like "astral parasites" that feed on the emotions of sapients than true Creator Deities that existed since the beginning of time (and I'm currently pondering the idea that the more powerful a deity becomes, the less sapient it is, until all that's left is an abstract force that only displays intelligent behaviour if its worshippers project some onto it...).
Feudalism and monarchies are everywhere these days. How about some clans, tribes, matrilineal societies, democracy, theocracy, or even a meritocracy? The DMG presents a magocracy as a distinct possibility, yet I have never seen a world published that explores that idea.
While mages as such aren't
necessarily the ruler of any given city-state in Urbis (no more so than the military rules any given country in
our world, the existence of
Nexus Towers means that wizardly powers are absolutely vital for the economic prosperity, defense, and very survival of the cities - and as such, wizards are firmly embedded in the local power structure
everywhere.
Societies that decide to kick all wizards out rarely last long, as they suddenly become defenseless before their neighbors...
I think what I'd like to see more than anything else is a new take on old ideas. Of course, I could try to do these myself, but who has the time, and who would be interested?
Well, I'm working on it, and I'd love to hear your comments...
