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More DRAGONLANCE Information: Kender, Battles, W&H's Novels, & More!
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<blockquote data-quote="Raunalyn" data-source="post: 8613008" data-attributes="member: 72670"><p>Funny how you are cherry picking your quote....here's the rest of the paragraph.</p><p></p><p>'The original concept of the kender held that they were "savage, warrior children, ever curious, ever alert." This concept was altered dramatically when Janet Pack became involved in dramatic readings of the works, as Pack's personal characteristics had a strong impact on how those involved in the process viewed the kender. According to Jeff Grubb, she, "and as a result all kender since her, was cute. Extremely cute. Sweetly, lovably, frustratingly cute.... And it's hard, after seeing Janet play Tas, to imagine them any other way." Two of the other key characteristics of kender—their curiosity and kleptomania—were introduced by Hickman. Hickman was uncomfortable with the notion of a "race of thieves" in his games, but still wanted the skills typically associated with thieves, so he added their "innocent tendency to 'borrow' things for indeterminate periods of time."</p><p></p><p>Originally, kender were to be called "kinder", in reference to kinderkin, but Hickman has reported that readers tended to read the name as "kind-er" rather than "kin-der" in print, leading to the decision to alter the spelling."</p><p></p><p>Here's more:</p><p>"Hickman's primary contributions to the development of the kender were their curiosity and their tendency to "borrow" objects. His desire for the skills of a thief, without the associated moral concerns raised by a "race of thieves", led to depicting kender as possessing a habit of finding things that have dropped into their pouches by accident, picking things up in the streets, finding "junk", and generally acquiring things that belong to other people. This habit was justified in Dragonlance Adventures through Hickman's decision to provide the kender with enormous natural curiosity, a character trait which is also employed to provide the characters with lock picking skills and a tendency to "listen in on other's conversations".</p><p></p><p>Kender are described as not believing that there is anything morally wrong with handling others' items, although the habit may land them in considerable trouble with the owner of an object. In addition, they do not tend to pocket things like money, gems, and the like, as they are depicted as having little concept of monetary value. Kender oppose actual thieving vehemently, and consider being called a thief a great insult to their dignity.</p><p></p><p>As a side effect of these characteristics, kender can be difficult to play within the role-playing game, as their lack of interest in monetary gain is "a virtual anathema" to the manner in which characters of many other races are typically portrayed. It was recommended in The Mists of Krynn that kender be employed as non-player characters, with their kleptomania providing a convenient means for those running the game to introduce objects at critical times."</p><p></p><p>I had a player in one of my groups that used to fill his pockets with shiny trinkets, colored glass, etc. as a way to keep Kender from taking some of his more interesting items.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 8613008, member: 72670"] Funny how you are cherry picking your quote....here's the rest of the paragraph. 'The original concept of the kender held that they were "savage, warrior children, ever curious, ever alert." This concept was altered dramatically when Janet Pack became involved in dramatic readings of the works, as Pack's personal characteristics had a strong impact on how those involved in the process viewed the kender. According to Jeff Grubb, she, "and as a result all kender since her, was cute. Extremely cute. Sweetly, lovably, frustratingly cute.... And it's hard, after seeing Janet play Tas, to imagine them any other way." Two of the other key characteristics of kender—their curiosity and kleptomania—were introduced by Hickman. Hickman was uncomfortable with the notion of a "race of thieves" in his games, but still wanted the skills typically associated with thieves, so he added their "innocent tendency to 'borrow' things for indeterminate periods of time." Originally, kender were to be called "kinder", in reference to kinderkin, but Hickman has reported that readers tended to read the name as "kind-er" rather than "kin-der" in print, leading to the decision to alter the spelling." Here's more: "Hickman's primary contributions to the development of the kender were their curiosity and their tendency to "borrow" objects. His desire for the skills of a thief, without the associated moral concerns raised by a "race of thieves", led to depicting kender as possessing a habit of finding things that have dropped into their pouches by accident, picking things up in the streets, finding "junk", and generally acquiring things that belong to other people. This habit was justified in Dragonlance Adventures through Hickman's decision to provide the kender with enormous natural curiosity, a character trait which is also employed to provide the characters with lock picking skills and a tendency to "listen in on other's conversations". Kender are described as not believing that there is anything morally wrong with handling others' items, although the habit may land them in considerable trouble with the owner of an object. In addition, they do not tend to pocket things like money, gems, and the like, as they are depicted as having little concept of monetary value. Kender oppose actual thieving vehemently, and consider being called a thief a great insult to their dignity. As a side effect of these characteristics, kender can be difficult to play within the role-playing game, as their lack of interest in monetary gain is "a virtual anathema" to the manner in which characters of many other races are typically portrayed. It was recommended in The Mists of Krynn that kender be employed as non-player characters, with their kleptomania providing a convenient means for those running the game to introduce objects at critical times." I had a player in one of my groups that used to fill his pockets with shiny trinkets, colored glass, etc. as a way to keep Kender from taking some of his more interesting items. [/QUOTE]
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