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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Chaosmancer" data-source="post: 8703019" data-attributes="member: 6801228"><p>I never said they were. But any character can go on an adventure because goblins killed their grandmother. </p><p></p><p>It is a very dwarvish thing to go out on an adventure to reclaim the hammer used to forge your ancestral clan's magical axe, to repair it and restore your honor. </p><p></p><p>It is a very elvish thing to go out into the world to expand upon your practice of bladesinging. </p><p></p><p>Halflings don't really have "halfling" reasons to go on adventures. The closest we get is that they enjoy exoctic spices, but that makes them merchants, not adventurers. They'd be more likely to hire an adventuring party to go into the deep desert to find the spices than they would go themselves. </p><p></p><p>I'm not saying "haflling adventurers are impossible!" because they clearly aren't, but none of their adventuring hooks seem tied into their essential halflingness, and many of them are IN SPITE of their halflingness.</p><p></p><p></p><p></p><p>How do they value friendship more than the other races? Dwarves will literally go to war for their friends. Befriend a dwarf and you may well have the aid of their entire clan. How are halflings more than that? What kind of examples do we bring? </p><p></p><p>Now, follow that up, how does that help us world-build? Halfings make great friends of the people who did the important things doesn't help us do anything with them on the world stage.</p><p></p><p></p><p></p><p>Really? "Never have I seen this building before, a tah-vern you call it? Fascinating, no one has ever done this before" has said no one in DnD ever. </p><p></p><p>This is literally the problem. You are either saying that halflings are the only reason things like taverns and bakeries and town halls exist, or you are somehow trying to claim that the fact halflings would appreciate these things makes them somehow viable on the world stage. When I am writing the history of the continent, the fact that the town of hobknob has a town hall is just a fact, because of course they do. The fact that halfling towns are nice doesn't matter, every town that I want to be nice is nice. "Is a nice town" doesn't help me in world-building.</p><p></p><p></p><p></p><p>That seems to be because of this blockage we seem to have between the point being made and people's understanding of it. Lawrence Woolweaver was a nice man. That does nothing to tell us anything about the world and his place in it. But that's what you guys keep insisting for the halflings, "they are nice, and they love their community, isn't that enough?" No, it isn't. Because that is the default state of a group of people. That is the baseline we start from, so having that being the endpoint makes them practically invisible, which makes them hard to utilize.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8703019, member: 6801228"] I never said they were. But any character can go on an adventure because goblins killed their grandmother. It is a very dwarvish thing to go out on an adventure to reclaim the hammer used to forge your ancestral clan's magical axe, to repair it and restore your honor. It is a very elvish thing to go out into the world to expand upon your practice of bladesinging. Halflings don't really have "halfling" reasons to go on adventures. The closest we get is that they enjoy exoctic spices, but that makes them merchants, not adventurers. They'd be more likely to hire an adventuring party to go into the deep desert to find the spices than they would go themselves. I'm not saying "haflling adventurers are impossible!" because they clearly aren't, but none of their adventuring hooks seem tied into their essential halflingness, and many of them are IN SPITE of their halflingness. How do they value friendship more than the other races? Dwarves will literally go to war for their friends. Befriend a dwarf and you may well have the aid of their entire clan. How are halflings more than that? What kind of examples do we bring? Now, follow that up, how does that help us world-build? Halfings make great friends of the people who did the important things doesn't help us do anything with them on the world stage. Really? "Never have I seen this building before, a tah-vern you call it? Fascinating, no one has ever done this before" has said no one in DnD ever. This is literally the problem. You are either saying that halflings are the only reason things like taverns and bakeries and town halls exist, or you are somehow trying to claim that the fact halflings would appreciate these things makes them somehow viable on the world stage. When I am writing the history of the continent, the fact that the town of hobknob has a town hall is just a fact, because of course they do. The fact that halfling towns are nice doesn't matter, every town that I want to be nice is nice. "Is a nice town" doesn't help me in world-building. That seems to be because of this blockage we seem to have between the point being made and people's understanding of it. Lawrence Woolweaver was a nice man. That does nothing to tell us anything about the world and his place in it. But that's what you guys keep insisting for the halflings, "they are nice, and they love their community, isn't that enough?" No, it isn't. Because that is the default state of a group of people. That is the baseline we start from, so having that being the endpoint makes them practically invisible, which makes them hard to utilize. [/QUOTE]
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