The problem with elves take 2: A severe condemnation [merged]

(more slowly, musing)

Pardons all, but sometimes you mull on something, and you can't figure out a good answer, and it frustrates. When I was young, I would never have thought on this. I would have just played. But now ... well, I'm taking the time to mull it over.

Think of chess. You know that game's got rules, tight and set, right? Now, think of Knightmare Chess. It is quite a wild variant on chess, and I doubt most chess players would ever call it chess, but it has it's own rules too. Wild rules, but still rules.
Now imagine that we sat down to play chess, but you could move any piece in any way you wanted, period (such as: I take your king with my king on the first move. Checkmate. End of game. Let's do that again, and I move first again!) That would be boring and pointless, at least to me. I think others would agree.
If D&D has no rules, then it has that lack of meaning I just described above.
I think of roleplaying as really fun, but I need a rulesset to base it on. Even mindgaming, as loosely based on rules as it is, is still based on rules.

Now, we have 3.5, plus errata, as our standard set of rules. Plus the optional 3.5 rules. And the 3rd party 3.5 rules.
We also have core 3.0, optional 3.0, and 3rd party 3.0.
We have core 2nd edition and optional 2nd edition.
We have core 1st edition and optional 2nd edition.
We have OD&D, with all the cumulative supplements up to the Rules Cyclopedia.

Everyone has their own preference for what rulesset they will use. Officially, core 3.5 and the errata are used, but in home games anything goes. As it should be, right?
In my case, I prefer the core 3.0, optional 3.0, and 3rd party 3.0, plus a lot of 3.5 retroactively translated to 3.0, and a lot of 1st and 2nd edition brought forward to 3.0. That is my 'best' version of D&D (although I would never sic that on my players. Not fair to them, unless they know it all as well.)

Now. elves are my favorite race. Really. Sincerely, they are. What I call an elf, probably doesn't match what you call an elf, but they are close enough to have ... similarities. :)
So why am I dissing elves?
When I look at elves, through the prizm of OD&D, or 1st edition, 2nd edition, 3.0, 3.5, optional rules, 3rd party rules (even the dreaded 2nd edition Complete Book of Elves :D ) I see them fall short. I see them fail. I do not see them as I envision them.
Then I read the novels, and of course elves - in their nobility, their occasionally utter stupidity and arrogance, their tragedy, their heroism, their folly - fall short and collapse. Heh. That is the Writer's Prerogative, to do exactly as he or she wishes with his or her conceptions! But I wish my favorite race could do better nonetheless.

And here are all these rules (you call them spells) and now the open architecture of 3.0 and 3.5, and all these options (optional rules, 3rd party rules) and all this neat stuff from previous editions (3.0, 2nd, 1st, OD&D) and I think: I can make elves work.
I can make elves flighty and frivolous, wasters of time, living in trees, eating berries, and otherwise doing nothing that a race 'should' be doing to win in a competitive environment, and still make them come out on top. They can still be King and Queen of the Hill. Which is where *my* favorite race should be! :)

Then, after working out the framework within the rules, I run into problems involving Fluff (elven psychology, background, and so on.) And that has stumped me.
I mean, you just can't have a bunch of Merry Killers. Chaotic Good guys can't butcher whole populations and destroy entire regions, and still be Chaotic Good. Or can they? Beats me ... never found an answer.
The game designers come up with these horrific opponents, such as the phaerimm. Or have a look at Upper Krust's Epic Bestiary. (A fine product, if ever there was one. Cheers, Upper Krust! :) ) And I think: how do my poor elves beat those guys?

So I come to you. On ENWorld are some of the best and most creative people in the hobby.
I present the problem (badly, I suppose, and I am trying to clarify it now.)

I just wonder what thoughts you've given to the matter.
Why would you give thoughts on the matter? Because most of you are DMs, and you've had to create your own campaign world, and it's a lot of work! And somewhere along the line, you've had to find a place (or maybe not) for the elves in your setting.
So yeah, I welcome your thoughts.

I still think the answer lies within the giant mess of all those rules (even though many contradict each other) from all 5 versions of the game and the optional material. That's the way I work ... if some dastardly rule exists (such as Agnakoks) then use it, I say! (heh ... if one can Castle in Chess, use that rule too! I'm a lousy chess player, though ...)
Thus you hear of Lifeproof, Mordenkainen's Magnificent Mansion, Regenerate, Nymph's Aura, and other such stuff.

Again, it's a matter of meaning. If it's in the rules at least somewhere, it has meaning. If I make it up out of the blue, it does not have meaning to me ... unless I can tie it in closely with a rule (such as, the elves of Haldendrea laying a Mythal that affected them, instead of their surroundings.)

I see the classic portrayals of elves, I like some of those portrayals, I look up elves and how they work in the game, and the two do not match. (as you would expect.)
But I think I can make them match. And then, I can play elves with a greater sense of satisfaction.

What goes for elves, extends to dwarves and gnomes and halflings and others. It alters the campaign world. And that's ok. It's no longer Canon, but it's ok.
In Canon Athas (Dark Sun), Rajak crushed the elves. But perhaps if the elves had a logical way, within the rules, of matching him in strength, they could have crushed him.

In a book, we accept what we read (sometimes we do, at least!) Rivendell is Rivendell. If Glorfindel can ride out to face the Nine, so be it. Films are usually the same (although I'm guessing a lot of you doubt Arwen could have riden out to face the Nine ...)
However, as a DM, I always ask for the Why of things. And the rules are the only thing to use to gain any answers to that question (for, after all, the rules are - as said - the basic skeletal framework for it all.) Start with the rules, then build up from there. Or start with the rules that you think are appropriate for your setting (be it OD&D or 3.5) and build from there.
 

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Halivar said:
I believe EoN is responding to PoH's claim that elves have the same basic situation as the US (slower growth rate, but still significant military might), so it appears that's the point you're defending, so I'll respond to that.

Growth rates aside, the US has the third largest population in the world. Therefore, I must defend EoN's assertion that it is not a valid comparison to elves, who are described in most high-fantasy settings as being not only slower in reproduction, but much smaller in numbers.
The "elves" of Moorcock's Elric saga, the Melniboneans, are in some ways analogous to the British and their empire -- a tiny island, with a tiny population, ruling the seas and much of the world. Instead of industrial technology, of course, the Melniboneans wield demonic sorcery.
 


Edena_of_Neith said:
Why would you give thoughts on the matter? Because most of you are DMs, and you've had to create your own campaign world, and it's a lot of work!
It can be a lot of work, no doubt about it. So, given that we're all busy and there's a lot of work to be done, is spending the time and energy on this sort of thing really the best way to bring as much fun as possible to your players? I'm not so sure.

It might be fun for you to work this hard on your favourite race. But if you're the only one enjoying it, and your players "will be in for a lot of grief", then... maybe it's time to re-evaluate the worth of the exercise.


Cheers,
Roger
 

Edena_of_Neith said:
Then, after working out the framework within the rules, I run into problems involving Fluff (elven psychology, background, and so on.) And that has stumped me.

I mean, you just can't have a bunch of Merry Killers. Chaotic Good guys can't butcher whole populations and destroy entire regions, and still be Chaotic Good. Or can they? Beats me ... never found an answer.
Good guys can't fight a just war? Why not? Isn't that a crucial part of most high fantasy?
Edena_of_Neith said:
I present the problem (badly, I suppose, and I am trying to clarify it now.)
If you could point me to the part where you clarify your problem, I'd appreciate it. I still don't know what the problem is.

Did Elves Are Not Doomed not address your problem?
 

Edena,

I feel that we are all beginning to repeat ourselves. And I think that's bad when it happens in a thread on EN World. I sometimes get into this situation, myself when I find myself making a point that nobody else seems to be understanding. At some point, I have to ask myself why it is that I am in such a tiny minority in holding the view that I do.

When I get to that point, I don't always decide that I am wrong. But I do force myself to come up with an explanation for why I am so unpersuasive on a particular point because I am usually a pretty persuasive guy. Here are some of the reasons that I have arrive at on other threads where I have found myself the sole defender of a particular position:
- a word that everybody is using means something different to me than it does to other people in the argument
- I think a particular word is clearly referencing something that other people haven't heard of or don't think it is referencing
- something that I consider to be hard-wired into the rules is considered "fluff" by the other people in the argument or vice versa
- something that I think of as a hard and fast rule is something others perceive as a general guideline or vice versa
just to name a few.

Why do you think you are not getting through to us? What's your theory of what's going wrong in this debate?
I just wonder what thoughts you've given to the matter. Why would you give thoughts on the matter? Because most of you are DMs, and you've had to create your own campaign world, and it's a lot of work! And somewhere along the line, you've had to find a place (or maybe not) for the elves in your setting.
So yeah, I welcome your thoughts.
Okay. Here are my thoughts:

Generally, when I create a campaign world, I have elves who are in the process of a long recovery from the Iron Wars, the name I usually give to the human invasion of their lands when many of their sacred groves were destroyed.

I tend also to have the elves split in their reaction to the war, with a hawkish dark elf contingent plotting a long-term revenge or counter-attack while the light elves have decided to reach some kind of accommodation with the humans.

My light elves tend to be concentrated in a small number of densely-packed forests that are tended on a model fairly similar to the modern permaculture movement's. These forests tend to have been selected and well-tended over a period of centuries or millennia to be highly ecologically productive places. They also tend to be defended by hard-to-find paths, traps and well-camouflaged guardposts.

My elves tend to have top-heavy hierarchical societies with a disproportionate number of nobles. They tend to trade seasonally in furs, woven silks, tortoise shells, precious stones, etc., usually visiting human markets or opening markets of their own in borderlands.

But I'm not sure that you are going to be satisfied with my solutions because it seems, if I may speculate, that you want elves to be mechanically superior to other humanoids. The things I come up with to make elven societies successful are not mechanical fixes; they are cultural.
I still think the answer lies within the giant mess of all those rules
Right. And that, I think, is the problem with this discussion. We disagree with you there because we believe that the strength of a human/humanoid society comes, in part, from the game mechanical characteristics of the creatures in question but mostly from the cultural characteristics. So, when we are asked what would help elf societies survive we come up with the wrong kinds of solutions.

I think that the other part of this discussion is that you tend to fit species in D&D into one of two categories: dominant or doomed. The elves in my games do not fit into either of these two categories.
If it's in the rules at least somewhere, it has meaning.
I think that we all agree on this. Where the discussion seems to have hung up is in things that you believe the rules necessarily imply that the rest of us don't.

Maybe you might want to ask yourself why you are so certain that the rules imply something that the rest of us just don't see.

I have a theory on that front but I'd like some confirmation I'm on the right track before floating it.
 

mmadsen said:
Good guys can't fight a just war? Why not? Isn't that a crucial part of most high fantasy?
If you could point me to the part where you clarify your problem, I'd appreciate it. I still don't know what the problem is.

Did Elves Are Not Doomed not address your problem?

My problem is that, to me, the rules condemn the elves. All the rulessets and optional rules and third party rules seem to condemn them.
And I don't like that. I want my elves to be 'not condemned' as it were.
Rather than just arbitrarily ruling it (I the DM hearby declare the elves are strong, end of story) I am ruminating how to craft this within the rulessets. I have always done the former, for 30 years. Now I attempt the later. Certainly, enough rulessets exist to look at.
And I believe I have misread the rulessets. I believe that elves are not doomed as the rulessets would indicate. I believe that within the rulessets lies the answer to elves having a legitimate place in the setting (without any Arcane Age magic or High Magic, either.)
Does that help?

Of course the Good Guys fight the Good Fight, the Great War, etc..
But I'm looking at this from a rules perspective, not a novel perspective. If Lucas wants Luke to blow up the Death Star, that's fine. But if that requires a 1 in 100 roll of the dice in the Star Wars rpg, that's a bit of a problem.
And heh, I think Luke found himself in more of a 'rules' situation when facing Vader in The Empire Strikes Back. Vader was the stronger Jedi, and proved it. ('You are beaten. It is useless, to resist!')
 

fusangite said:
Edena,

I feel that we are all beginning to repeat ourselves. And I think that's bad when it happens in a thread on EN World. I sometimes get into this situation, myself when I find myself making a point that nobody else seems to be understanding. At some point, I have to ask myself why it is that I am in such a tiny minority in holding the view that I do.

When I get to that point, I don't always decide that I am wrong. But I do force myself to come up with an explanation for why I am so unpersuasive on a particular point because I am usually a pretty persuasive guy. Here are some of the reasons that I have arrive at on other threads where I have found myself the sole defender of a particular position:
- a word that everybody is using means something different to me than it does to other people in the argument
- I think a particular word is clearly referencing something that other people haven't heard of or don't think it is referencing
- something that I consider to be hard-wired into the rules is considered "fluff" by the other people in the argument or vice versa
- something that I think of as a hard and fast rule is something others perceive as a general guideline or vice versa
just to name a few.

Why do you think you are not getting through to us?

I don't know why. Maybe all of the above reasons. Maybe more reasons yet.
All I can do is congenially attempt to discuss, and explain, and clarify to the best of my ability.

Maybe you might want to ask yourself why you are so certain that the rules imply something that the rest of us just don't see.
I have a theory on that front but I'd like some confirmation I'm on the right track before floating it.

Once I've read about the destruction of the elves in book after book related to the game (take the War of Souls trilogy, for example) and seen them reduced to insignificance in setting after setting (such as Greyhawk) and see how the rules work against them (at least, in 1st and 2nd edition) I begin to think of the elves as losers, in the D&D game. Nowhere else, but definitely in this particular game.
Now we have 3rd edition, and perhaps that image can be turned around?
 

Edena_of_Neith said:
The 1st edition game specified that humans ruled in most lands, and elves held only small regions, barely hanging on to survival.
Why do you have this odd idea that living in smaller sections of land must mean that they are “barely hanging on to survival” or are “on the decline” or “losing”? Humans are the expansionists par excellence of the races (with Orcs possibly being a runner up), not Elves. Elves chose specific types of places where they chose to live. The world is not covered with these places. If Elves chose to live in the forests, and the world is not covered in forest, then they are going to be living in a smaller percentage of the lands than Humans in pretty much any event.

For my part, the concept of elves “playing human” or not is kind of pointless. While certain sub-races are more like humans than others in my world, there is a reason for it. Elves were originally “angels” basically. Immortal servants of the gods who lived in the heavenly realms. At some point a sub-set of the elves started to gather worshippers and convinced the others to do the same. For this sin they were cast out of the heavenly realms into the mortal realm and stripped of their immortality.
They were given the longest lifespan of any mortal race to remind them of what they had lost (immortality). While the elves initially had more knowledge of magic and other such things from their time spent as the servants of the gods (and this was what they had to share with those who became their allies in that early time in return for help in learning how to survive as a mortal race), over time this knowledge went from being “The mysterious wisdom of the elves” to being fairly common knowledge among the races.
Elves in general aren’t so very different from humans (the Wood Elves most of all, as they associate with Humans most closely) because they’ve spent dozens of generations in contact, alliance, trade, and communication with humans.

And that’s Elves in My world. Elves don’t “play human”, they’re elves. They don’t have to be playing anything to know how to wage war or study hard or forge metals or whatnot.

As for how they survive in their chosen climate and terrain, that varies depending on the climate or terrain.
 

I can go to the Elves Are Not Doomed thread.
I am guessing that, after careful perusal of the points made for the elves, that I'm going to feel rebuttals are in order.

I have spent my time instead on this thread (a lot of time here.)

But I will go over to that thread, have a close look, and ... post my thoughts.
 

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