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General Tabletop Discussion
*Dungeons & Dragons
psychology of a mystical race?
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<blockquote data-quote="jgsugden" data-source="post: 8759631" data-attributes="member: 2629"><p>Here is an approach you can try: To see how it works, think about how it is assembled. Tell the story, and the rest will follow.</p><p></p><p>Start with an origin story. Were they created by the first Gods? Travelers from another Prime Material Plane? Are they from the future and is their mystical ability just reskinned technology? Are they touched by the Magic Weave, the Positive Energy Plane, the Negative Energy Plane, the Elemental Planes, or the Far Realm? Did they gain their magic from a deal with something? Are they travelers originally stranded by a crashed Spelljammer who grew to like their 'island'?</p><p></p><p>There are no wrong answers there, but once you come up with an origin, that will give you an idea for how to select abilities and lore that support the origin and tell a good story. You don't need to tell that story to the players, but it is good to have in the back pocket when building the lore of your world. I know where every single 5E (and many races from prior editions) originated in my setting. Most originated from the Gods realizing they could gather power from worshippers and creating free willed creatures to obtain those worshippers ... only to find that free willed meant that the being made their own choices of who they worship. Others (elves and dwarves) were created by Angels as servants that crafted the elemental chaos into the Prime Material World (which fits into the crafting elements of the lore of both races). When I need to build a dungeon, I can have a story in mind and it will remind me of one or more of the races in my campaign world based upon lore, geogrpahy, and need. It makes life much easier once you have that level of familiarity.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8759631, member: 2629"] Here is an approach you can try: To see how it works, think about how it is assembled. Tell the story, and the rest will follow. Start with an origin story. Were they created by the first Gods? Travelers from another Prime Material Plane? Are they from the future and is their mystical ability just reskinned technology? Are they touched by the Magic Weave, the Positive Energy Plane, the Negative Energy Plane, the Elemental Planes, or the Far Realm? Did they gain their magic from a deal with something? Are they travelers originally stranded by a crashed Spelljammer who grew to like their 'island'? There are no wrong answers there, but once you come up with an origin, that will give you an idea for how to select abilities and lore that support the origin and tell a good story. You don't need to tell that story to the players, but it is good to have in the back pocket when building the lore of your world. I know where every single 5E (and many races from prior editions) originated in my setting. Most originated from the Gods realizing they could gather power from worshippers and creating free willed creatures to obtain those worshippers ... only to find that free willed meant that the being made their own choices of who they worship. Others (elves and dwarves) were created by Angels as servants that crafted the elemental chaos into the Prime Material World (which fits into the crafting elements of the lore of both races). When I need to build a dungeon, I can have a story in mind and it will remind me of one or more of the races in my campaign world based upon lore, geogrpahy, and need. It makes life much easier once you have that level of familiarity. [/QUOTE]
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