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General Tabletop Discussion
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Which common monsters/creature types do you exclude from your campaigns?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8658500" data-attributes="member: 18"><p>That's absolutely a part of the problem. It's not all of the problem, but if the said the same racism-mirroring stuff about say, a fur-covered, horned and fanged race who had an weird social structure (i.e. one humans have never used), and who were barely humanoid, I think there would have been less of an issue. It was bad particularly bad back-pedal because over the last 50 years the "average" portrayal of Orcs had slowly changed from "barely sentient pig-men" to "a strong humanoid people, often one given to war/violence, but who aren't necessarily always that way". Even the strength was a change! Early Orcs weren't portrayed as strong, they were portrayed as only equal or less to humans, strength and toughness-wise, and vulnerable to sunlight. All that changed over time. Warhammer was a big influence - that's why Orcs became big and strong. So 5E did a weird backpedal culturally, keeping the physical changes of recent editions, but resetting the culture back to basically 1E minus the underground stuff (1E is very clear Orcs primarily live underground and build dungeons, something pretty much every later edition gradually ditched). It's ironic really because the 1E Orcs were more distant from humans than the 5E Orcs.</p><p></p><p>Yeah call me a bore but you're not normally going to find any flumphs or the like in my game. I mean, I don't hate "gonzo", but I do hate "twee" and flumphs and their ilk are extremely twee. Giant Space Hamsters are obviously maximum-twee.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8658500, member: 18"] That's absolutely a part of the problem. It's not all of the problem, but if the said the same racism-mirroring stuff about say, a fur-covered, horned and fanged race who had an weird social structure (i.e. one humans have never used), and who were barely humanoid, I think there would have been less of an issue. It was bad particularly bad back-pedal because over the last 50 years the "average" portrayal of Orcs had slowly changed from "barely sentient pig-men" to "a strong humanoid people, often one given to war/violence, but who aren't necessarily always that way". Even the strength was a change! Early Orcs weren't portrayed as strong, they were portrayed as only equal or less to humans, strength and toughness-wise, and vulnerable to sunlight. All that changed over time. Warhammer was a big influence - that's why Orcs became big and strong. So 5E did a weird backpedal culturally, keeping the physical changes of recent editions, but resetting the culture back to basically 1E minus the underground stuff (1E is very clear Orcs primarily live underground and build dungeons, something pretty much every later edition gradually ditched). It's ironic really because the 1E Orcs were more distant from humans than the 5E Orcs. Yeah call me a bore but you're not normally going to find any flumphs or the like in my game. I mean, I don't hate "gonzo", but I do hate "twee" and flumphs and their ilk are extremely twee. Giant Space Hamsters are obviously maximum-twee. [/QUOTE]
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Which common monsters/creature types do you exclude from your campaigns?
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