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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Gammadoodler" data-source="post: 8703148" data-attributes="member: 6914290"><p>So, we agree that there are plenty of reasons for halflings to be adventurers. Cool. Problem solved. Time to retire point 1.</p><p></p><p>They value friends more in the same way that dwarves values craftsmanship more and elves value art more. When given a choice between</p><ul> <li data-xf-list-type="ul">a pile of gold,</li> <li data-xf-list-type="ul">a master crafted weapon,</li> <li data-xf-list-type="ul">a chance for self expression, and</li> <li data-xf-list-type="ul">the friends we met along the way</li> </ul><p>The halfings are the ones most likely to choose the last option.</p><p></p><p>As for how that helps you in worldbuilding. Having a race interested in the public good is a good thing. It forces you to think about more than dungeons and castles. It gives you a starting place for factions that have reasons for doing things beyond "more power" or "my god told me to do it". They can be viable on the world stage in the same way that Doctors Without Borders, the Girl Scouts, and the Peace Corps are viable on the world stage.</p><p></p><p>I'm not saying that halflings are the only ones that can do this. In the same way, I assume, that you aren't saying that dwarves are the only ones that make hammers. But a race more motivated to pursue it is likely to be better at it. Halfling taverns may not be the only taverns, but they should be the best taverns. Similarly with the other institutions noted.</p><p></p><p>As for the remainder of your post, it seems we disagree on the comparative baseline states of characters in the world. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8703148, member: 6914290"] So, we agree that there are plenty of reasons for halflings to be adventurers. Cool. Problem solved. Time to retire point 1. They value friends more in the same way that dwarves values craftsmanship more and elves value art more. When given a choice between [LIST] [*]a pile of gold, [*]a master crafted weapon, [*]a chance for self expression, and [*]the friends we met along the way [/LIST] The halfings are the ones most likely to choose the last option. As for how that helps you in worldbuilding. Having a race interested in the public good is a good thing. It forces you to think about more than dungeons and castles. It gives you a starting place for factions that have reasons for doing things beyond "more power" or "my god told me to do it". They can be viable on the world stage in the same way that Doctors Without Borders, the Girl Scouts, and the Peace Corps are viable on the world stage. I'm not saying that halflings are the only ones that can do this. In the same way, I assume, that you aren't saying that dwarves are the only ones that make hammers. But a race more motivated to pursue it is likely to be better at it. Halfling taverns may not be the only taverns, but they should be the best taverns. Similarly with the other institutions noted. As for the remainder of your post, it seems we disagree on the comparative baseline states of characters in the world. 🤷♂️ [/QUOTE]
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