Nightfall said:
If not I think I saw Dragonhelm around here...somewhere...
Where?
Well I'm not Cam Banks, but I once played him on TV. I was fired because they said my accent was too believable.
I'll try to answer this the best that I can.
CruelSummerLord said:
It's commonly depicted that tinker gnomes' inventions never work right.
How is that even possible?
How can the gnomes do even the most basic things-wash their clothes, cook their food, get from one place to another-if they insist on building inventions to do it, and then those inventions never work right?
How have the tinker gnomes managed to survive as a society, or get anything at all done if every single project they build turns into a disaster?
How can they produce anything of value at all, for either themselves, their neighbors, or Krynn in general, if they have never managed to get a single one of their projects to work properly?
How have they managed to survive without starving to death, dying of plague caused by a lack of sanitation, or simply blowing up Mount Nevermind?
I can't understand tinker gnomes.
How can they do anything of use, both in a metagame sense and from an in-world perpective, if their inventions are all but guaranteed to royally screw up?
It isn't that their inventions
never work right. It's that their inventions are overly-complex. Gnomes believe that if one pulley will do a job, imagine how much better the job could be done with twenty pulleys!
"Small, simple machines are made by small, simple minds."
-Gnome proverb
Gnomes believe that bigger is better. They will invent something, and even if it works, they'll try to perfect it ad infinitum. Gnomes embrace failure. If an invention doesn't work, then gnomes can learn from that to make improvements, or to open up a new field of research.
Not every invention explodes. Sometimes, they have added side effects. For example, a vegetable picker might also pick up small animals. A clothes washer might wash clothes, but it may also wear the gnome wearing them! The autognomes from Spelljammer are programmed to protect babies. Problem is, they protect all babies - even the dragon babies. And so on and so forth.
Point is, gnome inventions work. Gnomes just don't know when to quit fiddling with them. This, in turn, causes malfunctions. It does produce chaos in gnomish society at times, but they do have the basics with which to function. It's just when they try to advance to the next technological level that they run into problems.
Hope that makes sense.
jonesy said:
I don't recall whether the current edition mentions these, but there are also the so called mad gnomes whose inventions work too perfectly and who are thus considered unfortunate by the normal gnomes. This because something perfect can't be improved upon and so their inventions are "dead ends".
Mad gnomes, or "thinker gnomes," are oddities in gnome society. Rather than building large inventions, they build smaller ones that tend not to have any gnomish quirks.
der_kluge said:
I HATE what Dragonlance did to Gnomes.
Destroyed them forever, it did.
I disagree, but that's a topic for another thread.
