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<blockquote data-quote="EzekielRaiden" data-source="post: 6523766" data-attributes="member: 6790260"><p>My real question is: why should we have a set of "always-on" races <em>at all</em>? Why should humans always be present? I agree that there is reason for them to appear in <em>most</em> settings, both from an appeal standpoint (Most Players Are Human! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) and for thematic breadth (historical campaigns, campaigns based on various fantasy literature, etc.). But why should they be <em>guaranteed</em>? Why do we accept races being labelled "common" and "uncommon," rather than the frank admission that even "common" races are not always present?</p><p></p><p>(For an example of that: both the Elder Scrolls and the Tales of Phantasia universes <em>lack dwarves.</em> In the latter they've gone extinct, but in the former there were never really "dwarves" as D&D understands the term--they were a branch of <em>elves</em>, or rather "mer," who liked machines and lived in a mountainous region, but they were still just as tall and thin as any mer. On the flipside, WoW "dark" elves are good and nature-y, "high" elves are cruel and ambitious, and there are no halflings nor any real equivalent.)</p><p></p><p>Maybe I'm just being cantankerous here. It just bothers me that it seems like the D&D community as a whole swallows the idea of "common" (read: approved, universal) races and "uncommon" (read: count yourself lucky if your DM lets you play one!!!) races, seemingly with nary a question raised nor a lash batted.</p><p></p><p></p><p></p><p>Why would other species <em>inherently</em> behave so radically differently from us? Logic still works the same, math works more or less the same, there are still physical laws and limitations (albeit different ones). Different human cultures already prioritize different things anyway, and sometimes vastly different things. We've produced Rome, Mecca, Tenochtitlan, and Hollywood, all within a span of what, 2500 years? Why is it that other species <em>need</em> to be so alien that a "Turing test analogue" could pick up on it?</p><p></p><p>I'm not saying it's wrong to <em>like</em> it when people portray non-human species with differences from what is expected of humans, but I honestly fail to see how the difference of (say) a few idiomatic phrases, and thinking about things like "I have a tail, so it might have physical effects" or "I have hooves, so walking on hard surfaces makes noise" is any meaningful kind of "acting" (more than what <em>all</em> RPers should do for characters that aren't siblings). These things are simple awareness of the physiology of the character, no different than "acting" a character that is blind or missing a limb; and the former things boil down to differences in culture, which you could <em>almost certainly</em> find analogues for, if not in a single real culture, then in a piecemeal of several.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6523766, member: 6790260"] My real question is: why should we have a set of "always-on" races [I]at all[/I]? Why should humans always be present? I agree that there is reason for them to appear in [I]most[/I] settings, both from an appeal standpoint (Most Players Are Human! :p) and for thematic breadth (historical campaigns, campaigns based on various fantasy literature, etc.). But why should they be [I]guaranteed[/I]? Why do we accept races being labelled "common" and "uncommon," rather than the frank admission that even "common" races are not always present? (For an example of that: both the Elder Scrolls and the Tales of Phantasia universes [I]lack dwarves.[/I] In the latter they've gone extinct, but in the former there were never really "dwarves" as D&D understands the term--they were a branch of [I]elves[/I], or rather "mer," who liked machines and lived in a mountainous region, but they were still just as tall and thin as any mer. On the flipside, WoW "dark" elves are good and nature-y, "high" elves are cruel and ambitious, and there are no halflings nor any real equivalent.) Maybe I'm just being cantankerous here. It just bothers me that it seems like the D&D community as a whole swallows the idea of "common" (read: approved, universal) races and "uncommon" (read: count yourself lucky if your DM lets you play one!!!) races, seemingly with nary a question raised nor a lash batted. Why would other species [I]inherently[/I] behave so radically differently from us? Logic still works the same, math works more or less the same, there are still physical laws and limitations (albeit different ones). Different human cultures already prioritize different things anyway, and sometimes vastly different things. We've produced Rome, Mecca, Tenochtitlan, and Hollywood, all within a span of what, 2500 years? Why is it that other species [I]need[/I] to be so alien that a "Turing test analogue" could pick up on it? I'm not saying it's wrong to [I]like[/I] it when people portray non-human species with differences from what is expected of humans, but I honestly fail to see how the difference of (say) a few idiomatic phrases, and thinking about things like "I have a tail, so it might have physical effects" or "I have hooves, so walking on hard surfaces makes noise" is any meaningful kind of "acting" (more than what [I]all[/I] RPers should do for characters that aren't siblings). These things are simple awareness of the physiology of the character, no different than "acting" a character that is blind or missing a limb; and the former things boil down to differences in culture, which you could [I]almost certainly[/I] find analogues for, if not in a single real culture, then in a piecemeal of several. [/QUOTE]
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