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Same Species, Different System: How do different games treat typical fantasy races?
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<blockquote data-quote="Ogrebear" data-source="post: 1645116" data-attributes="member: 18689"><p>A fantastic and very accurate summery of <em>Earthdawn</em> - unlike many other settings the races are not at war with each other eg. Orks are not killed on sight like in FR. </p><p></p><p>Orks from Urpa and Elves from Bartertown can get on fine- however Orks, Humans etc from the great slaving Empire of Thera will be considered enermies. </p><p></p><p>Dwarves are very interesting they initally ran Barsavie (where the game takes place) but rebelled and now try to unite the other races against Thera but not rule them, sorta making the Dwarves a bit like the U.S. *grin* It's a responsilbilty they take seriously, and itmakes the Dwarves more like Ambassadors and traders rather than stay at home dour miners. </p><p></p><p>The Elves are split and very differant from <em>D&D</em> in many ways. The Blood Elves as you mentioned are very twisted, very dark. The other Elves strike me as more dynamic than std Elves, they seem younger, less stand-offish than 'normal'.</p><p></p><p>Trolls are about as far from <em>D&D </em> Trolls as <em>Runequest </em> ones are. Yes they are are massive 9' heavy set beings but unlike <em>D&D </em> Trolls <em>Earthdawn </em> Trolls have normal flesh and dont regenerate. They are fantasticlly strong and hardy but also intelligent (if perhaps a little slow compared to Humans). They have a complex honour system that raises them from simply being the system's Ogres. </p><p></p><p>Ts'krang are simply fun. They have some similarily to <em>D&D</em> lizard men (eggs, river living etc) however they are very differant in outlook. A tipical Ts'krang is a very Errol Flynn action filled figure- always ready for adventure. No wonder they are the system premier pirates! </p><p></p><p>Despite the changes to the races the game is actualy all about Adventuring and the movements of Nations- and that why <em>Earthdawn</em> is such a good game.</p></blockquote><p></p>
[QUOTE="Ogrebear, post: 1645116, member: 18689"] A fantastic and very accurate summery of [I]Earthdawn[/I] - unlike many other settings the races are not at war with each other eg. Orks are not killed on sight like in FR. Orks from Urpa and Elves from Bartertown can get on fine- however Orks, Humans etc from the great slaving Empire of Thera will be considered enermies. Dwarves are very interesting they initally ran Barsavie (where the game takes place) but rebelled and now try to unite the other races against Thera but not rule them, sorta making the Dwarves a bit like the U.S. *grin* It's a responsilbilty they take seriously, and itmakes the Dwarves more like Ambassadors and traders rather than stay at home dour miners. The Elves are split and very differant from [I]D&D[/I] in many ways. The Blood Elves as you mentioned are very twisted, very dark. The other Elves strike me as more dynamic than std Elves, they seem younger, less stand-offish than 'normal'. Trolls are about as far from [I]D&D [/I] Trolls as [I]Runequest [/I] ones are. Yes they are are massive 9' heavy set beings but unlike [I]D&D [/I] Trolls [I]Earthdawn [/I] Trolls have normal flesh and dont regenerate. They are fantasticlly strong and hardy but also intelligent (if perhaps a little slow compared to Humans). They have a complex honour system that raises them from simply being the system's Ogres. Ts'krang are simply fun. They have some similarily to [I]D&D[/I] lizard men (eggs, river living etc) however they are very differant in outlook. A tipical Ts'krang is a very Errol Flynn action filled figure- always ready for adventure. No wonder they are the system premier pirates! Despite the changes to the races the game is actualy all about Adventuring and the movements of Nations- and that why [I]Earthdawn[/I] is such a good game. [/QUOTE]
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