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<blockquote data-quote="Thyrwyn" data-source="post: 6491034" data-attributes="member: 12354"><p>I think backgrounds are a phenomenal tool that can be used to add flavor and depth to a campaign. I would argue, however, that it is not their <em>race</em> that makes elves, dwarves, etc... So alien, it is their <em>culture</em>. I plan on using backgrounds to reflect cultural differences, not racial ones.</p><p></p><p>Would a soldier from a dwarven kingdom have different skills and ideals than one from medieval England? Sure, but wouldn't they both have different skills and ideals than one from feudal Japan. </p><p></p><p>I also wouldn't limit them by race - you want to play a human that was raised by Elves and take the Elven Treesinger background? Go for it. An Elf that grew up as an urchin in a medieval human city? OK. Those characters would both have different ideals and viewpoints than their so-called 'racial norms'. </p><p></p><p>Science Fiction and Fantasy Literature (actually, all literature) often uses the 'adopted outsider' as a trope, because it is a useful tool to give the audience a means of exploring an alien culture from a familiar perspective. The works of CS Friedman and C. J. Cheryl come to mind, but also classics like "Last of the Mohicans" and "Captains Courageous".</p><p></p><p>This also gives the world crafter a means of changing the racial trappings without changing the race. In my last campaign, a 4e Pirate-themed setting placed in a vast archipelago, the elves were reflavored as one of the colonial powers and were modeled on Imperial China, the humans were indigenous tribesmen with a Polynesian flair, the Gnomes were akin to the colonial Dutch, the Hobgoblins/Goblinoids worshipped a vast pantheon of gods with a Hindi feel, but focused on pain and suffering...</p><p></p><p>I would suggest that instead of trying to force your players to play a certain way, try finding ways to make them want to play that way. If you make racial/cultural outlooks interesting and engaging, then your players will want to explore them, too.</p></blockquote><p></p>
[QUOTE="Thyrwyn, post: 6491034, member: 12354"] I think backgrounds are a phenomenal tool that can be used to add flavor and depth to a campaign. I would argue, however, that it is not their [i]race[/i] that makes elves, dwarves, etc... So alien, it is their [i]culture[/i]. I plan on using backgrounds to reflect cultural differences, not racial ones. Would a soldier from a dwarven kingdom have different skills and ideals than one from medieval England? Sure, but wouldn't they both have different skills and ideals than one from feudal Japan. I also wouldn't limit them by race - you want to play a human that was raised by Elves and take the Elven Treesinger background? Go for it. An Elf that grew up as an urchin in a medieval human city? OK. Those characters would both have different ideals and viewpoints than their so-called 'racial norms'. Science Fiction and Fantasy Literature (actually, all literature) often uses the 'adopted outsider' as a trope, because it is a useful tool to give the audience a means of exploring an alien culture from a familiar perspective. The works of CS Friedman and C. J. Cheryl come to mind, but also classics like "Last of the Mohicans" and "Captains Courageous". This also gives the world crafter a means of changing the racial trappings without changing the race. In my last campaign, a 4e Pirate-themed setting placed in a vast archipelago, the elves were reflavored as one of the colonial powers and were modeled on Imperial China, the humans were indigenous tribesmen with a Polynesian flair, the Gnomes were akin to the colonial Dutch, the Hobgoblins/Goblinoids worshipped a vast pantheon of gods with a Hindi feel, but focused on pain and suffering... I would suggest that instead of trying to force your players to play a certain way, try finding ways to make them want to play that way. If you make racial/cultural outlooks interesting and engaging, then your players will want to explore them, too. [/QUOTE]
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