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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8453376" data-attributes="member: 7023887"><p>Good question. I'm not sure that I, or anyone else here, can answer it. However, there are ways of acting that simply are not human traits, and although it would be difficult to put yourself in that mindset to try and understand how a different species would act, I don't think it's entirely impossible to emulate it. </p><p></p><p>I dislike it, too. I hate how it's used to discredit other people's character/creature concepts, and often used as a sort of "badwrongfun" buzzword. The OP, however, was about a specific way of avoiding the complaint of humans in funny hats, which is making racial cultures based on racial mechanics. Something can't be a "human in a silly hat" if it acts completely alien to how humans do.</p><p></p><p>I disagree. IMO, a "fancy hat" being put on a race would be them having a vibrant, in-depth, and interesting culture that is completely detached from their racial mechanics. For example, I think that the Goblinoid culture of the Dhakaani in Eberron is a "fancy hat" by this definition. It's a cool and interesting backstory and culture for the race, but it's not necessarily tied to their racial mechanics or core identity in the world, so it's a "fancy hat" without being a racially-determined culture, like the ones discussed in the OP. It's still a hat. Different races can wear the same basic premise of the Dhakaani Goblinoids. However, the OP is discussing cultures that cannot be worn as hats, ones that are specific to their races because they're determined by their races. Like how an Elven culture would be influenced by them not needing to sleep, or how an Aarakocra's culture would be influenced by them being able to fly. If the culture can't be transplanted from one race to another, it's not a "hat" or "fancy hat", it's something different entirely.</p><p></p><p>I mean, that is avoiding the "humans in funny hats" issue. Sure, you're still roleplaying them, but not getting flirtation or similar aspects of human societies is a unique trait that helps differentiate the cultural leanings of a Lizardfolk from Humans and other D&D races. This is kind of proving my point instead of refuting it.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8453376, member: 7023887"] Good question. I'm not sure that I, or anyone else here, can answer it. However, there are ways of acting that simply are not human traits, and although it would be difficult to put yourself in that mindset to try and understand how a different species would act, I don't think it's entirely impossible to emulate it. I dislike it, too. I hate how it's used to discredit other people's character/creature concepts, and often used as a sort of "badwrongfun" buzzword. The OP, however, was about a specific way of avoiding the complaint of humans in funny hats, which is making racial cultures based on racial mechanics. Something can't be a "human in a silly hat" if it acts completely alien to how humans do. I disagree. IMO, a "fancy hat" being put on a race would be them having a vibrant, in-depth, and interesting culture that is completely detached from their racial mechanics. For example, I think that the Goblinoid culture of the Dhakaani in Eberron is a "fancy hat" by this definition. It's a cool and interesting backstory and culture for the race, but it's not necessarily tied to their racial mechanics or core identity in the world, so it's a "fancy hat" without being a racially-determined culture, like the ones discussed in the OP. It's still a hat. Different races can wear the same basic premise of the Dhakaani Goblinoids. However, the OP is discussing cultures that cannot be worn as hats, ones that are specific to their races because they're determined by their races. Like how an Elven culture would be influenced by them not needing to sleep, or how an Aarakocra's culture would be influenced by them being able to fly. If the culture can't be transplanted from one race to another, it's not a "hat" or "fancy hat", it's something different entirely. I mean, that is avoiding the "humans in funny hats" issue. Sure, you're still roleplaying them, but not getting flirtation or similar aspects of human societies is a unique trait that helps differentiate the cultural leanings of a Lizardfolk from Humans and other D&D races. This is kind of proving my point instead of refuting it. [/QUOTE]
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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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