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Wandering Monsters: Orcs and Gnolls
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<blockquote data-quote="Mengu" data-source="post: 5980384" data-attributes="member: 65726"><p>It's a good read, but it won't affect our games. DM's change cultures to fit their world. In one world, maybe orcs were created from elves who have betrayed their brethren. Maybe they can call upon powerful primal forces, call upon the spirits of the dead, and their culture is as much around willpower as it is around strength. Maybe in another world, gnolls have been assimilated into an army of darkness as slave warriors, and branded, and they fight with chains and the ferocity of a cornered beast. Maybe in yet another world, there is no such thing as "chaotic evil", everything is shades of grey.</p><p></p><p>I don't know about everyone else who plays D&D, but with most of the groups of people I have played with throughout the years, world creation has been a pivotal part of the game. And the DM will make whatever fluff adjustments they deem suitable for their campaign.</p><p></p><p>For humanoid races, the tools a DM needs are more "archetypes" rather than specific monsters cultures, so that we can skin them as needed. You could have the brute primal humanoid archetype, that could be skinned as Orcs, or it could be skinned as Cavemen or Urgals. You could have fish people stats, and skin them as Sahuagin, or Atlantians, or Gungans. As long as they give us one sample of each archetype, in whatever their vision of the D&D world is, we're set.</p><p></p><p>What they have is fine. Fluff is one thing that will never affect our game play in a negative way. We might use it, we might ignore it, it's all good.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5980384, member: 65726"] It's a good read, but it won't affect our games. DM's change cultures to fit their world. In one world, maybe orcs were created from elves who have betrayed their brethren. Maybe they can call upon powerful primal forces, call upon the spirits of the dead, and their culture is as much around willpower as it is around strength. Maybe in another world, gnolls have been assimilated into an army of darkness as slave warriors, and branded, and they fight with chains and the ferocity of a cornered beast. Maybe in yet another world, there is no such thing as "chaotic evil", everything is shades of grey. I don't know about everyone else who plays D&D, but with most of the groups of people I have played with throughout the years, world creation has been a pivotal part of the game. And the DM will make whatever fluff adjustments they deem suitable for their campaign. For humanoid races, the tools a DM needs are more "archetypes" rather than specific monsters cultures, so that we can skin them as needed. You could have the brute primal humanoid archetype, that could be skinned as Orcs, or it could be skinned as Cavemen or Urgals. You could have fish people stats, and skin them as Sahuagin, or Atlantians, or Gungans. As long as they give us one sample of each archetype, in whatever their vision of the D&D world is, we're set. What they have is fine. Fluff is one thing that will never affect our game play in a negative way. We might use it, we might ignore it, it's all good. [/QUOTE]
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