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The gaming/fiction disparity, or "Why are dark elves cliche?"
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<blockquote data-quote="ruleslawyer" data-source="post: 1646264" data-attributes="member: 1757"><p>Dead on, IMHO.</p><p></p><p>Personally, I love the drow. They're disturbing, alien, and elegantly evil; while the latter has become a bit trite, that is, after all, through overuse. My players have been with me for 14 years now, and have run through the GDQ modules 1 1/2 times. The drow have featured as behind-the-scenes villains for long chunks of the campaign. Yet my players are not bored of drow for the simple reason that the drow <em>remain</em> alien, mysterious, and scary to them due to how I've run the game.</p><p></p><p>I must say that I am surprised at people not liking the actual concept of drow or, even more so, the Underdark. IMHO, the latter is the most truly original campaign setting that D&D has ever offered in its various incarnations; the sheer lack of real-world "consistency" inherent in a world peppered like swiss cheese with caverns in which grow alien fungi, weird slimes and oozes, and strange monsters of all sorts, with portals to various planes, great cities, and underground waterways as well as illithid spawning-pools and ancient undead battlefields, is what <em>makes</em> the setting so fascinating. Also, IMHO, the Underdark and the drow have yielded some of the best source material ever produced for the game; whether <em>The Dungeoneer's Survival Guide</em> or Ed Greenwood's <em>Drow of the Underdark</em>, it's hard to imagine more adventure hook-laden material.</p><p></p><p>But that's just IMHO. Part of what I imagine creates the problem is (a) the overabundance of drow in D&D game fiction; (b) allowing drow PCs (an idea that by definition ensures that an exotic race is rendered no longer exotic); and (c) the myriad treatments of drow in the game. No other race (except dragons) seems to have received quite as much publicity, which for a reclusive race of underground villains doesn't seem so smart.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1646264, member: 1757"] Dead on, IMHO. Personally, I love the drow. They're disturbing, alien, and elegantly evil; while the latter has become a bit trite, that is, after all, through overuse. My players have been with me for 14 years now, and have run through the GDQ modules 1 1/2 times. The drow have featured as behind-the-scenes villains for long chunks of the campaign. Yet my players are not bored of drow for the simple reason that the drow [i]remain[/i] alien, mysterious, and scary to them due to how I've run the game. I must say that I am surprised at people not liking the actual concept of drow or, even more so, the Underdark. IMHO, the latter is the most truly original campaign setting that D&D has ever offered in its various incarnations; the sheer lack of real-world "consistency" inherent in a world peppered like swiss cheese with caverns in which grow alien fungi, weird slimes and oozes, and strange monsters of all sorts, with portals to various planes, great cities, and underground waterways as well as illithid spawning-pools and ancient undead battlefields, is what [i]makes[/i] the setting so fascinating. Also, IMHO, the Underdark and the drow have yielded some of the best source material ever produced for the game; whether [i]The Dungeoneer's Survival Guide[/i] or Ed Greenwood's [i]Drow of the Underdark[/i], it's hard to imagine more adventure hook-laden material. But that's just IMHO. Part of what I imagine creates the problem is (a) the overabundance of drow in D&D game fiction; (b) allowing drow PCs (an idea that by definition ensures that an exotic race is rendered no longer exotic); and (c) the myriad treatments of drow in the game. No other race (except dragons) seems to have received quite as much publicity, which for a reclusive race of underground villains doesn't seem so smart. [/QUOTE]
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