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Racial characteristics most likely to be played at your tables?
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<blockquote data-quote="Clavis" data-source="post: 3956306" data-attributes="member: 31898"><p>The basic cultural inspirations for the non-human PC races in my Campaign are:</p><p></p><p>Halflings: maudlin, overly religious, ignorant, thieving American rednecks. The Halfling player really loves the stereotype and role-plays it.</p><p></p><p>Elves: polyamorous, bisexual, drug-addled hippies. Elven neighborhoods in cities are like Haight-Ashbury during the Summer of Love, and Elven villages in the countryside are like an eternal Woodstock. Most elves are stoned most of the time. They have an extremely casual attitude towards sex, and only really draw a line at necrophilia and non-consensual acts. There are two Half-elven players; one who plays up the elven stereotype, and one who generally plays against it. The one who plays up the stereotype is a "Tantric Monk"; like the regular Monk class, but he draws his powers from his sexual energy and "meditates" with prostitutes!</p><p></p><p>Gnomes: I present them like Swiss Jews with an odd sense of humor. The Gnomes are a major focus of the campaign, and (due to their prominence in banking) are constantly the victims of conspiracy theories about how they secretly run everything. The woman who runs the Gnome in the party really plays up the whimsy and strange humor, but also a "survive by any means" mentality.</p><p></p><p>Dwarves: dour, greedy, bigoted, sexually repressed German industrialists. I don't present the Dwarves very sympathetically at all, and the campaign has no Dwarven PCs.</p><p></p><p>Half-Orcs: Orcs in my current campaign are a vile mongrel race formed centuries ago by the interbreeding of criminals and outcasts from the other races. Orcish "culture" is like American prison culture, and has no redeeming features. Orcs are not "noble savages" in my current campaign, although I've presented them that way in previous campaign world. There are no Half-Orc PCs at the moment, however.</p></blockquote><p></p>
[QUOTE="Clavis, post: 3956306, member: 31898"] The basic cultural inspirations for the non-human PC races in my Campaign are: Halflings: maudlin, overly religious, ignorant, thieving American rednecks. The Halfling player really loves the stereotype and role-plays it. Elves: polyamorous, bisexual, drug-addled hippies. Elven neighborhoods in cities are like Haight-Ashbury during the Summer of Love, and Elven villages in the countryside are like an eternal Woodstock. Most elves are stoned most of the time. They have an extremely casual attitude towards sex, and only really draw a line at necrophilia and non-consensual acts. There are two Half-elven players; one who plays up the elven stereotype, and one who generally plays against it. The one who plays up the stereotype is a "Tantric Monk"; like the regular Monk class, but he draws his powers from his sexual energy and "meditates" with prostitutes! Gnomes: I present them like Swiss Jews with an odd sense of humor. The Gnomes are a major focus of the campaign, and (due to their prominence in banking) are constantly the victims of conspiracy theories about how they secretly run everything. The woman who runs the Gnome in the party really plays up the whimsy and strange humor, but also a "survive by any means" mentality. Dwarves: dour, greedy, bigoted, sexually repressed German industrialists. I don't present the Dwarves very sympathetically at all, and the campaign has no Dwarven PCs. Half-Orcs: Orcs in my current campaign are a vile mongrel race formed centuries ago by the interbreeding of criminals and outcasts from the other races. Orcish "culture" is like American prison culture, and has no redeeming features. Orcs are not "noble savages" in my current campaign, although I've presented them that way in previous campaign world. There are no Half-Orc PCs at the moment, however. [/QUOTE]
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