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Wandering Monsters: You Got Science in My Fantasy!
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<blockquote data-quote="steeldragons" data-source="post: 6197879" data-attributes="member: 92511"><p>This might be the first time I've heard anyone currently involved with D&D (or, ya know, the passed several years) actually admit this!</p><p></p><p>REALLY nice to hear, finally.</p><p></p><p>The rest of all of this business is really campaign specific stuff. There are no "answers." There is no "D&D should do it this way."</p><p></p><p>My homebrew world has orcs that are corrupted humans...but now they breed themselves. They are inherently "bent" toward evil in their nature and are decidedly Evil as a society. But if a player really really wants to play a soft-hearted aberrant philosophical type orc who wants to go out and make "friends" with other creatures or wants to try to move his people into cooperative/constructive trade fearing an impending demise of his race, instead of just killing and eating them all...they could, I guess...provided they could escape their tribe without being killed themselves for their obvious and deplorable weakness.</p><p></p><p>I have dragons that were created in the birth of the world by the originator being before there were [even the first generation of "elder"] gods. They have since bred and bred and bred some more. Most have been diminished in power since their creation through the eons...some have been corrupted through evil forces or their own greed into the "dull shades of their former shining glory" known in the present world as "chromatic dragons." The current offspring of dragons are not necessarily other pure/"real" dragons and so their numbers (in the Material Plane of Orea, at least) have been dwindling for several millenia. </p><p></p><p>Are my dragons D&D dragons? Are my orcs D&D orcs? By the questions posed by Mr. Wyatt's article this week, one might make the claim they are not. You can say no as much as you want. I will unabashedly proclaim they are...in the truest/purest and most creatively inclusive sense of D&D. </p><p></p><p>As for "How many races does D&D <em>need</em>?" The answer is 1. A Good guy...and a Bad guy for them to fight/thwart. Often these are two different "races" [i.e. species] but there's no reason a D&D fantasy campaign can't be built around the "good human kingdom" and the "evil human archduke trying to usur the crown" or the "shining sparklely naturey elves" against the "dark wicked demony elves" or the "enlightened mage hobgoblins vs. the war-obssessed stormtrooper tribe."</p><p></p><p>I, myself, prefer more of the "classic/traditional" races as options...that does not mean they are all wandering around cosmopolitan streets. PC races I tend to top out around 12-15. The world may have dozens more...some actual cultures and civilizations, some [most, in fact] small enclaves or hidden societies/undiscovered clans that are not significant populations [in the grand scheme of the world].</p><p></p><p>I, like most players [I assume], include pretty much all of the established races in the world somewhere even if they are not permitted for PCs. I have goblinoids and lizardmen and orcs and kobolds and gnoll[-like creatures] and dark elves and an avian race and a felinoid race and centaurs and satyrs and sprites and 6 races of giants and ogres and trolls and...but they're not all walking around in the large cities [since I also assume pretty much every setting, including homebrews nowadays have at least one Waterdeep-esque mega-opolis]. Some do...or can without being attacked...at least in certain places/cities. But a given campaign or even an entire setting doesn't need them all.</p><p></p><p>But D&D, or any fantasy setting, does not <em>need</em> more than one. For me, as Mr. Wyatt says, the 4 [human, elf, dwarf, halfling] are the minimum needed for me to really think of a game as D&D. Everything else he is posing...campaign/setting specific with no "This is D&D" answer...nor should there be.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6197879, member: 92511"] This might be the first time I've heard anyone currently involved with D&D (or, ya know, the passed several years) actually admit this! REALLY nice to hear, finally. The rest of all of this business is really campaign specific stuff. There are no "answers." There is no "D&D should do it this way." My homebrew world has orcs that are corrupted humans...but now they breed themselves. They are inherently "bent" toward evil in their nature and are decidedly Evil as a society. But if a player really really wants to play a soft-hearted aberrant philosophical type orc who wants to go out and make "friends" with other creatures or wants to try to move his people into cooperative/constructive trade fearing an impending demise of his race, instead of just killing and eating them all...they could, I guess...provided they could escape their tribe without being killed themselves for their obvious and deplorable weakness. I have dragons that were created in the birth of the world by the originator being before there were [even the first generation of "elder"] gods. They have since bred and bred and bred some more. Most have been diminished in power since their creation through the eons...some have been corrupted through evil forces or their own greed into the "dull shades of their former shining glory" known in the present world as "chromatic dragons." The current offspring of dragons are not necessarily other pure/"real" dragons and so their numbers (in the Material Plane of Orea, at least) have been dwindling for several millenia. Are my dragons D&D dragons? Are my orcs D&D orcs? By the questions posed by Mr. Wyatt's article this week, one might make the claim they are not. You can say no as much as you want. I will unabashedly proclaim they are...in the truest/purest and most creatively inclusive sense of D&D. As for "How many races does D&D [I]need[/I]?" The answer is 1. A Good guy...and a Bad guy for them to fight/thwart. Often these are two different "races" [i.e. species] but there's no reason a D&D fantasy campaign can't be built around the "good human kingdom" and the "evil human archduke trying to usur the crown" or the "shining sparklely naturey elves" against the "dark wicked demony elves" or the "enlightened mage hobgoblins vs. the war-obssessed stormtrooper tribe." I, myself, prefer more of the "classic/traditional" races as options...that does not mean they are all wandering around cosmopolitan streets. PC races I tend to top out around 12-15. The world may have dozens more...some actual cultures and civilizations, some [most, in fact] small enclaves or hidden societies/undiscovered clans that are not significant populations [in the grand scheme of the world]. I, like most players [I assume], include pretty much all of the established races in the world somewhere even if they are not permitted for PCs. I have goblinoids and lizardmen and orcs and kobolds and gnoll[-like creatures] and dark elves and an avian race and a felinoid race and centaurs and satyrs and sprites and 6 races of giants and ogres and trolls and...but they're not all walking around in the large cities [since I also assume pretty much every setting, including homebrews nowadays have at least one Waterdeep-esque mega-opolis]. Some do...or can without being attacked...at least in certain places/cities. But a given campaign or even an entire setting doesn't need them all. But D&D, or any fantasy setting, does not [I]need[/I] more than one. For me, as Mr. Wyatt says, the 4 [human, elf, dwarf, halfling] are the minimum needed for me to really think of a game as D&D. Everything else he is posing...campaign/setting specific with no "This is D&D" answer...nor should there be. [/QUOTE]
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