CruelSummerLord
First Post
In looking at the recent threads on elfhate and gnomehate, I began wondering about steps that could be taken to reduce the hate and/or indifference players could have for such races, and make them more likable and/or playable. Some of it could be fluff, some of it could be crunch, but all such ideas are welcome in this thread.
Some of mine, which I've adapted for my own version of Greyhawk:
Dwarves: They're powerful warriors and expert blacksmiths, with a very long and rich legacy in the world of Oerth, but their greed and long memories have led them into countless bloody conflicts over the centuries. Indeed, in some ways the most vicious fighting is not between dwarf and orc, but between dwarf and dwarf. When there is gold and silver at stake, brother will murder brother and they will fight to the death for the sake of the richest mining claim.
Elves: Indeed, the elven race is possessed of tremendous magical power, wisdom and understanding...but why, then, has that never translated into great personal power over the world? For all their supposed knowledge and power, elves have always existed within humanity's shadow, their successes fewer, their place in the world weaker, their great heroes and kingdoms lesser in number? Perhaps humans do not have the great skills of elves in certain specialized areas...but the human race has used its gifts to succeed in ways the divided, feuding elven peoples can only dream of.
Gnomes: Gnomes are the masters of technology and engineering. Unlike the bumbling idiots that are tinker gnomes, the gnomes of the Oerth are clever and skilled in their use of technology, overcoming the lack of steam power and fossil fuels in their innovation and knowledge. Gnomes are also, in a sense, creatures of contrast: capable of great mirth and fun, but also terrible violence when they are threatened; fascinated both by the mysteries of illusions and the hard realities of technology and mining; lovers both of gems and jewels, and also of green nature and fields. Gnomes as a race have far more to them than the simplified perceptions of many humans...
Halflings: Halflings generally lack physical strength and power, but they compensate by virtue of their speed, craftiness and dexterity. Halflings are creatures of hidden prowess and untapped potential-while many halflings would enjoy nothing more than to live peaceful, retired lives, they are capable of great intelligence and cunning when their homes are threatened, surviving more by speed and cunning than direct force of arms. A halfling in danger will use his sword if he must, but he is more likely to find a creative solution to the problem. In such cases, halflings are capable of demonstrating tremendous initiative and boldness if they absolutely must, to defend themselves and those things that they care for, and indeed this streak of resourcefulness will spur on many halflings to follow paths of adventure. They may appear as bucolic farmers, and many are indeed such, but their hidden talents are always in the background...
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All of the above is pure fluff, of course, but it plays with a lot of the racial stereotypes, either developing them with fresh spins, deconstructing them (the elves of Oerth have never had a Golden Age, or even a Silver Age!) and working them into the background of the setting. Similar traits can be worked out for other races like tieflings or dragonborn, if you're inclined...and I admittedly am not.
What other ideas, whether fluff or crunch, could be used to make them more interesting and/or likable?
Some of mine, which I've adapted for my own version of Greyhawk:
Dwarves: They're powerful warriors and expert blacksmiths, with a very long and rich legacy in the world of Oerth, but their greed and long memories have led them into countless bloody conflicts over the centuries. Indeed, in some ways the most vicious fighting is not between dwarf and orc, but between dwarf and dwarf. When there is gold and silver at stake, brother will murder brother and they will fight to the death for the sake of the richest mining claim.
Elves: Indeed, the elven race is possessed of tremendous magical power, wisdom and understanding...but why, then, has that never translated into great personal power over the world? For all their supposed knowledge and power, elves have always existed within humanity's shadow, their successes fewer, their place in the world weaker, their great heroes and kingdoms lesser in number? Perhaps humans do not have the great skills of elves in certain specialized areas...but the human race has used its gifts to succeed in ways the divided, feuding elven peoples can only dream of.
Gnomes: Gnomes are the masters of technology and engineering. Unlike the bumbling idiots that are tinker gnomes, the gnomes of the Oerth are clever and skilled in their use of technology, overcoming the lack of steam power and fossil fuels in their innovation and knowledge. Gnomes are also, in a sense, creatures of contrast: capable of great mirth and fun, but also terrible violence when they are threatened; fascinated both by the mysteries of illusions and the hard realities of technology and mining; lovers both of gems and jewels, and also of green nature and fields. Gnomes as a race have far more to them than the simplified perceptions of many humans...
Halflings: Halflings generally lack physical strength and power, but they compensate by virtue of their speed, craftiness and dexterity. Halflings are creatures of hidden prowess and untapped potential-while many halflings would enjoy nothing more than to live peaceful, retired lives, they are capable of great intelligence and cunning when their homes are threatened, surviving more by speed and cunning than direct force of arms. A halfling in danger will use his sword if he must, but he is more likely to find a creative solution to the problem. In such cases, halflings are capable of demonstrating tremendous initiative and boldness if they absolutely must, to defend themselves and those things that they care for, and indeed this streak of resourcefulness will spur on many halflings to follow paths of adventure. They may appear as bucolic farmers, and many are indeed such, but their hidden talents are always in the background...
--------------------------------------------------------
All of the above is pure fluff, of course, but it plays with a lot of the racial stereotypes, either developing them with fresh spins, deconstructing them (the elves of Oerth have never had a Golden Age, or even a Silver Age!) and working them into the background of the setting. Similar traits can be worked out for other races like tieflings or dragonborn, if you're inclined...and I admittedly am not.
What other ideas, whether fluff or crunch, could be used to make them more interesting and/or likable?