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<blockquote data-quote="Michelle Lyons" data-source="post: 1699884" data-attributes="member: 5217"><p>Well, while I had some input into the pantheons, I wasn't the one who designed them specifically. Basically, my understanding is that they wanted pantheons that weren't already tied to a specific campaign setting, that had some depth to them, and that could be used to explore some of the themes presented for that race. </p><p></p><p>I personally really like them. I think in many ways they have a versimilitude that has been lacking in the demihuman pantheons at times. As I see it, by keeping some of the old and adding some new ones (but also keeping it not too heavily tied to culture as a whole) it lets the GM decide who will be present and who won't be. Moradin and Garl are still there, so they keep the same foundation, but then we got to explore some new directions as well. </p><p></p><p>To answer someone else, I hadn't actually considered the dwarves as socialists, though that's an interesting interpretation. And as far as the gnomes and their relationship with magic is concerned, there is some internal and social conflict there. It's not enough that it should necessarily show up in every game for every wizard, but it's enough to allow a player to use that to add a slight twist to their character if they want. Conflict creates story, after all. </p><p></p><p>Mostly, what I tried to do is take the races as they were given and extrapolate what sorts of cultures and views might spring naturally from this. I don't expect that everyone will adopt it wholesale (or at least I'd be really surprised if that were the case), but hopefully there will be bits and pieces that GMs and players can draw upon in their own games to add some color and dramatic flair.</p></blockquote><p></p>
[QUOTE="Michelle Lyons, post: 1699884, member: 5217"] Well, while I had some input into the pantheons, I wasn't the one who designed them specifically. Basically, my understanding is that they wanted pantheons that weren't already tied to a specific campaign setting, that had some depth to them, and that could be used to explore some of the themes presented for that race. I personally really like them. I think in many ways they have a versimilitude that has been lacking in the demihuman pantheons at times. As I see it, by keeping some of the old and adding some new ones (but also keeping it not too heavily tied to culture as a whole) it lets the GM decide who will be present and who won't be. Moradin and Garl are still there, so they keep the same foundation, but then we got to explore some new directions as well. To answer someone else, I hadn't actually considered the dwarves as socialists, though that's an interesting interpretation. And as far as the gnomes and their relationship with magic is concerned, there is some internal and social conflict there. It's not enough that it should necessarily show up in every game for every wizard, but it's enough to allow a player to use that to add a slight twist to their character if they want. Conflict creates story, after all. Mostly, what I tried to do is take the races as they were given and extrapolate what sorts of cultures and views might spring naturally from this. I don't expect that everyone will adopt it wholesale (or at least I'd be really surprised if that were the case), but hopefully there will be bits and pieces that GMs and players can draw upon in their own games to add some color and dramatic flair. [/QUOTE]
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