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General Tabletop Discussion
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Two underlying truths: D&D heritage and inclusivity
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<blockquote data-quote="Valchrys" data-source="post: 8024544" data-attributes="member: 7025262"><p>With things as they are now, you gain a common language. If I describe a drow to my players, they know something about that being that relates to the mythology of the world. They may not know what an individual drow might do or think but they do know that there's a goddess that teaches that the world belongs to the elves and everything else is subordinate. They know that drow society is matriarchal, they use slaves, have a strict sense of social station and the upper classes tend to be decadent. And that doesn't include all the common experience players have had with drow across many different games. There's a lot of information in being a drow that doesn't have to be communicated and helps make the world feel more realized.</p><p></p><p>If I homebrew something similar, all that information has to be packed up and delivered over time. I think that's why every other RPG I play, or even d&d homebrew campaign settings, feel so hopelessly shallow. But I admit that it's possible that using these stereotypes in this situation is wrong and it might be better to just run humans. I can't get away with that in public games though.</p></blockquote><p></p>
[QUOTE="Valchrys, post: 8024544, member: 7025262"] With things as they are now, you gain a common language. If I describe a drow to my players, they know something about that being that relates to the mythology of the world. They may not know what an individual drow might do or think but they do know that there's a goddess that teaches that the world belongs to the elves and everything else is subordinate. They know that drow society is matriarchal, they use slaves, have a strict sense of social station and the upper classes tend to be decadent. And that doesn't include all the common experience players have had with drow across many different games. There's a lot of information in being a drow that doesn't have to be communicated and helps make the world feel more realized. If I homebrew something similar, all that information has to be packed up and delivered over time. I think that's why every other RPG I play, or even d&d homebrew campaign settings, feel so hopelessly shallow. But I admit that it's possible that using these stereotypes in this situation is wrong and it might be better to just run humans. I can't get away with that in public games though. [/QUOTE]
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