jsears2002
First Post
I just wrote down the references everyone just listed, like Dark Sun, Glorantha, and RIFTS and are going to check them out, one by one, to see what I can find. Will be back after that.
Even easier: don't assign cultures based on race. Even if you decide a race's pychology is different from humans' why does that mean they can't have variety and/or share a culture with another race? Create cultures and races independently and then assign the most common racial members to a culture.Reskinning or modifying racial cultures is the easier way to go. A good example imho is the Eberron setting or Dark Sun. They use the standard races, but they're very distinct from the vanilla versions.
Even easier: don't assign cultures based on race. Even if you decide a race's pychology is different from humans' why does that mean they can't have variety and/or share a culture with another race? Create cultures and races independently and then assign the most common racial members to a culture.
I started looking around for what I thought would be fun, interesting, and different. When looking through the 3.5 Monster Manual (the first one), I ran over the picture of the Hound Archon. Now, I know that in NWN, if you had the right setup, you could summon these and they kicked some ass. In the MM, they have stats for playing an archon. But the stats are way too good, and the level adjustment is +5.
So I think I will be taking the Hound Archon and making a new race out of them. Unsure of dealing with racial stats and abilities, I first pictured them as barbarian/ranger types, possibly being separated into bloodlines. Their fur could be different colors depending on where their packs call home. Possibly tattoos for those in the warrior caste (picturing Blade from Blade Trinity). I think the Alpha Male as leader might be too cliche, but maybe a council of elders - male or female leaders from each pack meet on some regular interval, - or maybe they have a spiritual leader and worship their ancestry.
I ended up going with Elves too. However, instead of putting elves in forests, I will be putting them as city dwellers. There will be some forest homes, but not the majority. My idea here was that during some event, the elves had to make a choice and for that choice they saved themselves from a plague or just annihilation, but lost the connection to the forest. Some of their race still tries to seek atonement, maybe others believe that the elves have grown weak and soft.
I'm dropping Gnomes i believe. I think that they will become an ancient civilization of inventors and mystics who got too crazy with their experiments and research and paid for it in the end. However, Gnomish research and invention brings great leaps in scientific and arcane research. Many groups, from the arcane orders to private collectors pay drop dollar to acquire these items (either to previous owners, adventuring parties, or procurement groups).
With Gnomes gone, dwarves will become the new industrial race. Not just good with fire and anvil, the beginnings of machinery would be right up their alley. I'm not sure how far to take this yet, but I figured with them living the way they do - not under mountains but at least building into the side of them, that they probably find most of the Gnomish equipment.
I don't know about halflings yet. I havent' come up with anything.
Outside of races, I also had an idea about a great kingdom, one where the major races came together, out of some need in the past. The kingdom was formed and was ruled by a great council, with members of each race being involved. After the issue was resolved and many lives saved, the kingdom thrived for a little. Then politics and backwater treaties started to creep in and the whole thing eventually crumbled from its high horse. Maybe people left the city - either in mixed groups to start other towns or individually back to their own racial homes. The ones that stayed eventually fell into small civil war over core issues, and the great army of the city had to intercede to break it up. With the threat eliminated, the army split into two as two Generals had differences of opinion and created two other kingdoms, both of which tried to learn from the mistakes of the previous. One has a monarch while the other has something else.
That is as far as I have gotten. Any comments, suggestions, complaints? I'd love to hear em! You guys are the greatest!
The simple answer is "because you can only ask your audience to remember so much". Elves and aliens tend to have monocultures (or an unreasonable small number of cultures) because there's only so much fictional ethnography a reader/player can take before it all blurs together and you lose any meaningful distinction.Even if you decide a race's pychology is different from humans' why does that mean they can't have variety and/or share a culture with another race?
This is a great suggestion. You can have a small number of cultures made up of a many races, which aren't themselves culturally distinct.Create cultures and races independently and then assign the most common racial members to a culture.
FYI, "humans with pointy ears" isn't a problem, it's an admirable and hard to achieve goal. Most authors/DM's should be so lucky that their elves and aliens approach the depth, complexity, and, most importantly, relevance of everyday people.Worried this might just exacerbate the problem of "humans with pointy ears"?