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I don't get the arguments for bioessentialism
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<blockquote data-quote="zakael19" data-source="post: 9724396" data-attributes="member: 7044099"><p>The absurd age of many species is something that most TTRPG fantasy doesnt really reckon with well at all. Somebody mentioned a few pages back that most species wind up feeling like interesting "skins" in the video game sense over a human base with some funky quirks. </p><p></p><p>One of my favorite deeply outside the mainstream fantasy series (the Commonweal by Graydon Saunders) has a great reason for all teh species differences. In that world, folks who can wield the Power (wizards, sorcerers, etc) can really and genuinely rework reality depending on talent flavor/skill/inclination. When you run into the long lived species that's tall and gorgeous and has no capacity for emotional connection, a perfect memory, and a strong inclination towards innate subservience to any wizard exercising significant power the explanation is simple: they are how they are because a significant Life Talent wished them so. </p><p></p><p>But as [USER=18]@Ruin Explorer[/USER] noted, that sort of thing is far more interesting to express via descriptive innate traits/used abilities that a player can grasp and run with in their role-play and conception of what it means to be a Typical 7; and recognize that culture and training /= biology as well. </p><p></p><p>When I took the Orcs of Daggerheart and suggested that they're generally norse-style reavers, it was very clearly "the orcs that people have encountered in this part of the world that fled their homeland and settled in the islands here when they were told there was no place for them in the greater land mass."</p></blockquote><p></p>
[QUOTE="zakael19, post: 9724396, member: 7044099"] The absurd age of many species is something that most TTRPG fantasy doesnt really reckon with well at all. Somebody mentioned a few pages back that most species wind up feeling like interesting "skins" in the video game sense over a human base with some funky quirks. One of my favorite deeply outside the mainstream fantasy series (the Commonweal by Graydon Saunders) has a great reason for all teh species differences. In that world, folks who can wield the Power (wizards, sorcerers, etc) can really and genuinely rework reality depending on talent flavor/skill/inclination. When you run into the long lived species that's tall and gorgeous and has no capacity for emotional connection, a perfect memory, and a strong inclination towards innate subservience to any wizard exercising significant power the explanation is simple: they are how they are because a significant Life Talent wished them so. But as [USER=18]@Ruin Explorer[/USER] noted, that sort of thing is far more interesting to express via descriptive innate traits/used abilities that a player can grasp and run with in their role-play and conception of what it means to be a Typical 7; and recognize that culture and training /= biology as well. When I took the Orcs of Daggerheart and suggested that they're generally norse-style reavers, it was very clearly "the orcs that people have encountered in this part of the world that fled their homeland and settled in the islands here when they were told there was no place for them in the greater land mass." [/QUOTE]
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I don't get the arguments for bioessentialism
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