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Two underlying truths: D&D heritage and inclusivity
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8019992" data-attributes="member: 15882"><p>You could probably divorce good/evil from most races and monsters without changing the game by distilling things into <em>behaviors. </em>Much of the flavour of a race can be kept but you can remove any 'cultural' comparisons to real world people. Then all races tend to look more like animals. Then, an 'evil invading army' is instead an 'invasive species'. Humans would get the same treatment, of course.</p><p></p><p>If you look at a Fantasy World as an episode of National Geographic, you can describe a species without categorizing it as good or evil. Sure, lions eat cute, little baby gazelles but the Narrator on Animal Kingdom never calls the lion 'evil'.</p><p></p><p>Orcs are large, aggressive creatures who are extremely territorial. They are usually led by an Alpha male whose dominance can be challenged by younger, stronger members of the group. Their strength is a major asset and they often solve disputes with violence but this violence rarely leads to the death of a member unless it is a challenge for leadership. While they are omnivores, their diet consists mostly of meat and, when their family unit or group/tribe starts to become too large for their territory, they try to expand out, violently pushing out other species or tribes.</p><p></p><p>Halflings live in tight Family Units. They are omnivorous and tend to have beneficial or symbiotic relationship with other species nearby. They are small and quick, and more likely to hide than to attack when threatened. That said, when backed into a corner, they can be quite ferocious. etc...</p><p></p><p>Orcs are a lot like most predatory pack animals.</p><p>you could even describe wood elves as monkeys that gather in family units in the forest.</p><p></p><p>Then a DM can figure out how it all fits into their setting and decide the political fallout depending on how different species interact because the characters within the settings will have their own views of good and evil but the Monsters Manual leaves it up to the Dm to decide how it works together.</p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8019992, member: 15882"] You could probably divorce good/evil from most races and monsters without changing the game by distilling things into [I]behaviors. [/I]Much of the flavour of a race can be kept but you can remove any 'cultural' comparisons to real world people. Then all races tend to look more like animals. Then, an 'evil invading army' is instead an 'invasive species'. Humans would get the same treatment, of course. If you look at a Fantasy World as an episode of National Geographic, you can describe a species without categorizing it as good or evil. Sure, lions eat cute, little baby gazelles but the Narrator on Animal Kingdom never calls the lion 'evil'. Orcs are large, aggressive creatures who are extremely territorial. They are usually led by an Alpha male whose dominance can be challenged by younger, stronger members of the group. Their strength is a major asset and they often solve disputes with violence but this violence rarely leads to the death of a member unless it is a challenge for leadership. While they are omnivores, their diet consists mostly of meat and, when their family unit or group/tribe starts to become too large for their territory, they try to expand out, violently pushing out other species or tribes. Halflings live in tight Family Units. They are omnivorous and tend to have beneficial or symbiotic relationship with other species nearby. They are small and quick, and more likely to hide than to attack when threatened. That said, when backed into a corner, they can be quite ferocious. etc... Orcs are a lot like most predatory pack animals. you could even describe wood elves as monkeys that gather in family units in the forest. Then a DM can figure out how it all fits into their setting and decide the political fallout depending on how different species interact because the characters within the settings will have their own views of good and evil but the Monsters Manual leaves it up to the Dm to decide how it works together. Just a thought. [/QUOTE]
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