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Race Has No Mechanics. What do you play?
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<blockquote data-quote="TwoSix" data-source="post: 9400700" data-attributes="member: 205"><p>So, to try and distill this....we can assume that if a game has a concept of race/species (in the familiar "fantasy world" sense), then that concept carries a certain amount of narrative weight within the gameworld. And that weight carries with it a certain amount of leeway to influence the narrative, a narrative <em>potency</em>, even if that impact is not strictly defined by rules text.</p><p></p><p>Even without a "mechanic", it would be OK to have a magic item that can only be used by elves, or for a triton to breathe underwater, because of that narrative potency. And without defined mechanics, the extent of that potency has to be negotiated between the DM and the players.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9400700, member: 205"] So, to try and distill this....we can assume that if a game has a concept of race/species (in the familiar "fantasy world" sense), then that concept carries a certain amount of narrative weight within the gameworld. And that weight carries with it a certain amount of leeway to influence the narrative, a narrative [i]potency[/i], even if that impact is not strictly defined by rules text. Even without a "mechanic", it would be OK to have a magic item that can only be used by elves, or for a triton to breathe underwater, because of that narrative potency. And without defined mechanics, the extent of that potency has to be negotiated between the DM and the players. [/QUOTE]
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Race Has No Mechanics. What do you play?
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