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I don't get the arguments for bioessentialism
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<blockquote data-quote="Fanaelialae" data-source="post: 9724274" data-attributes="member: 53980"><p>Cool! I wasn't suggesting that 10% as a rule of thumb. It was just meant as an example of how the vast majority of orcs could completely defy what is written in the MM, but that stereotype might be all that most people see.</p><p></p><p>I have had at least one campaign where the majority of orcs were vicious raiders, but it wasn't because they were orcs. The majority of the world was covered in this strange mist which negatively affected the minds of creatures living within it. There were isolated settlements which had survived outside the mist (on top of a mountain, in the bough of a world tree, and a city surrounded by a force field created by a goddess) and there were orcs in those that were normal people. But the orcs that lived in the mist were pretty much "shoot first, ask questions later", not because they were orcs, but because the mist did bad things to most creatures' minds, and it made most orcs xenophobic and hyper-aggressive. (The PCs were among the few people with a natural immunity to the mist.)</p><p></p><p>I have also had campaigns where something like that 10% concept did apply (not that I ever worked it out that precisely, but my lore had it that most orcs just wanted live their lives, and it was the raiders that gave them a bad name). My players even encountered a non-hostile orc settlement in their explorations and had peaceful interactions with them.</p><p></p><p>So it really varies according to the campaign world I've built. I set up my campaigns to allow the players to completely trash them (including fixing most of the major problems) so I usually create a new world for each campaign. Which means new lore for each campaign. Though they coexist in the same multiverse, so crossovers do occasionally happen.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9724274, member: 53980"] Cool! I wasn't suggesting that 10% as a rule of thumb. It was just meant as an example of how the vast majority of orcs could completely defy what is written in the MM, but that stereotype might be all that most people see. I have had at least one campaign where the majority of orcs were vicious raiders, but it wasn't because they were orcs. The majority of the world was covered in this strange mist which negatively affected the minds of creatures living within it. There were isolated settlements which had survived outside the mist (on top of a mountain, in the bough of a world tree, and a city surrounded by a force field created by a goddess) and there were orcs in those that were normal people. But the orcs that lived in the mist were pretty much "shoot first, ask questions later", not because they were orcs, but because the mist did bad things to most creatures' minds, and it made most orcs xenophobic and hyper-aggressive. (The PCs were among the few people with a natural immunity to the mist.) I have also had campaigns where something like that 10% concept did apply (not that I ever worked it out that precisely, but my lore had it that most orcs just wanted live their lives, and it was the raiders that gave them a bad name). My players even encountered a non-hostile orc settlement in their explorations and had peaceful interactions with them. So it really varies according to the campaign world I've built. I set up my campaigns to allow the players to completely trash them (including fixing most of the major problems) so I usually create a new world for each campaign. Which means new lore for each campaign. Though they coexist in the same multiverse, so crossovers do occasionally happen. [/QUOTE]
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I don't get the arguments for bioessentialism
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