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General Tabletop Discussion
*Dungeons & Dragons
Kender as an appropriate race
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<blockquote data-quote="Wik" data-source="post: 6694946" data-attributes="member: 40177"><p>Which, as you pointed, is exactly what they did to Tas. It also seems to be what they do with every "Player-Character" type kender that you see in the novels. They differ from the baseline. It's a pretty common trope in fantasy novels. Look at Drizzt. </p><p></p><p>I think it's expected that if you're a PC kender, you're going to have an ounce of fear and will only play out the kleptomania for gags. I agree that it's annoying, but for some people, it's a lot of fun.</p><p></p><p></p><p></p><p>So. Kender were originally created, if I know my D&D history, as a way to get around the fact that technically "halflings" are kind of a ripoff from Tolkien, and they wanted Dragonlance Novels. So, really, kender really ARE just halflings with a lot of curiousity and a touch of kleptomania. Which is how they were often played in D&D anyways... back in the days when halflings really only worked as thieves. </p><p></p><p></p><p></p><p>Not really. The book speaks in generalizations. It's your job as a player to figure out where you stand in that. Tas is a good example of what a kender CAN be in an adventuring party. </p><p></p><p>For what it's worth, I think the "Fearless" thing is something more along the likes of what people say about kender (and kender say about themselves) rather than something that is entirely true. I think they mostly don't feel fear... but there's a bit there, and they just don't realize that's what it is.</p><p></p><p></p><p></p><p>No, it makes perfect sense. After all, if you got your friends killed immediately after starting play, it'd beg the question - "why didn't this putz die earlier?"</p><p></p><p>Either that, or "Wait. Why are we playing Gamma World?"</p><p></p><p></p><p></p><p>But you don't. You're just choosing what to accentuate, and what to let slide. It's kind of lame to expect an "all kender are like this" and go with it. "Lack of fear" and "Kleptomania" can be pretty huge roleplaying hooks. I mean, it could be a character who is super curious and outgoing who has a thing for stealing shoes (and only shoes!). Or it could be a character who is fascinated with magic and has wandering fingers (sound familiar?). Or maybe it's someone who has a healthy dose of fear (for a kender) and tries to overcompensate with some classic kenderliness... and who doesn't believe in "stealing" but rather "Redistributing the wealth" and moving party items around so everyone's carrying the same amount of gear.</p><p></p><p>All of those would be valid kender. Woe to the party that has all three adventuring alongside them, though.</p></blockquote><p></p>
[QUOTE="Wik, post: 6694946, member: 40177"] Which, as you pointed, is exactly what they did to Tas. It also seems to be what they do with every "Player-Character" type kender that you see in the novels. They differ from the baseline. It's a pretty common trope in fantasy novels. Look at Drizzt. I think it's expected that if you're a PC kender, you're going to have an ounce of fear and will only play out the kleptomania for gags. I agree that it's annoying, but for some people, it's a lot of fun. So. Kender were originally created, if I know my D&D history, as a way to get around the fact that technically "halflings" are kind of a ripoff from Tolkien, and they wanted Dragonlance Novels. So, really, kender really ARE just halflings with a lot of curiousity and a touch of kleptomania. Which is how they were often played in D&D anyways... back in the days when halflings really only worked as thieves. Not really. The book speaks in generalizations. It's your job as a player to figure out where you stand in that. Tas is a good example of what a kender CAN be in an adventuring party. For what it's worth, I think the "Fearless" thing is something more along the likes of what people say about kender (and kender say about themselves) rather than something that is entirely true. I think they mostly don't feel fear... but there's a bit there, and they just don't realize that's what it is. No, it makes perfect sense. After all, if you got your friends killed immediately after starting play, it'd beg the question - "why didn't this putz die earlier?" Either that, or "Wait. Why are we playing Gamma World?" But you don't. You're just choosing what to accentuate, and what to let slide. It's kind of lame to expect an "all kender are like this" and go with it. "Lack of fear" and "Kleptomania" can be pretty huge roleplaying hooks. I mean, it could be a character who is super curious and outgoing who has a thing for stealing shoes (and only shoes!). Or it could be a character who is fascinated with magic and has wandering fingers (sound familiar?). Or maybe it's someone who has a healthy dose of fear (for a kender) and tries to overcompensate with some classic kenderliness... and who doesn't believe in "stealing" but rather "Redistributing the wealth" and moving party items around so everyone's carrying the same amount of gear. All of those would be valid kender. Woe to the party that has all three adventuring alongside them, though. [/QUOTE]
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