Henry
Autoexreginated
Ah, my much-maligned Kender favorites. 
I think the misunderstanding of Kender are the result of too many "loonies" (of the infamous "real men, real roleplayers, and loonies" trio) over-playing kender. If one reads Tasslehoof Burrfoot in the original series, a better, more SANE picture of Kender emerges. The importance is in the misunderstanding of "fearless." When they say "fearless," I think of it in terms of the fearlessness of children.
Children are a wonderful subject to observe, especially when they are attempting something that, should they know any better, will get them killed.
The Kender in Arcady's story would likely NOT be bursting into song; he would likely be sneaking up on top-deck to watch the storm, watch the sailors secure the rigging, watching the EXCITEMENT of it all. He recognizes danger and sad attitudes; he just doesn't recognize that something bad could happen to HIM.
Kender, as Tasslehoof shows us, also recognizes when an action would mean the end to ALL fun, FOREVER. A kender wouldn't jump off of the top of Pax Tharkas, and dash himself to pieces on the mountainside, just because he was fearless; however, introduce the concept of a bungee cord to him, and he's the first one in line. He might GET killed doing it, but he would not be hesitant ONE SECOND in strapping up.
Kender thievery is, likewise, conceived as wanton theft of the party's valaubles. Also IMHO a misconception. Based on Tasslehoff's misadventures, he stole items that were mostly useless; he NEVER stole the gem from Raistlin's staff, or any of the companions' main gear and weapons; he stole a paring knife here, a semi-precious gem there, a kerchief, a piece of string, things that made little difference. The one to whom it DID make a difference, was Raistlin, who was possessive of everything, especially his spell components; it took threat of magical torture and death to get him to stop stealing his components.
Gully Dwarves (also my favorites) are defintely harder to play, and no doubt are NOT to be trusted in scouting reports ("How many hobgoblins do you see, Mugwump?" "Two... at least two!") But they are not stupid by any stretch - just ignorant.) They have common sense (though not reknowned for it), are very dexterous, and possessed of the singularly impressive ability to forge their way into the nastiest (as in, filth-ridden) situations and not losing their lunch. It would be fun to play a Gully Dwarf Barbarian, or a rogue who pinched the pockets of NPC's who took pity on him for his wretched look. Listen, anyone who can play a Nosferatu in Vampire the Masquerade ought to find it a BREEZE to play an Aghar Dwarf.
The setting of Dragonlance is one of great strife, but not set in stone. RP opportunities abound in ANY setting where there are a main group of characters, if the DM is clever. For instance, What was happening In Ansalon during the Whitestone Council? What actions were going on in Palanthas while the Heroes of the Lance were fighting in Pax Tharkas? We know that others fought the Dragonarmies while the Heroes were seeking out the orbs/the arm/the lancemetal, etc. What are their stories, and why haven't we heard of them? If a DM wants to be totally consistent, there are gaps in ANY story, areas where news comes to the main movers of actions off-stage; who accomplished those actions?
The reason why so many fail, is I think due to misconception as much as anything. "That staid Tolkien rip-off setting with the Kender" is what kills it; what makes it work is what makes ANY campaign work - a DM who can make his players enthused about the game.

I think the misunderstanding of Kender are the result of too many "loonies" (of the infamous "real men, real roleplayers, and loonies" trio) over-playing kender. If one reads Tasslehoof Burrfoot in the original series, a better, more SANE picture of Kender emerges. The importance is in the misunderstanding of "fearless." When they say "fearless," I think of it in terms of the fearlessness of children.
Children are a wonderful subject to observe, especially when they are attempting something that, should they know any better, will get them killed.

Kender, as Tasslehoof shows us, also recognizes when an action would mean the end to ALL fun, FOREVER. A kender wouldn't jump off of the top of Pax Tharkas, and dash himself to pieces on the mountainside, just because he was fearless; however, introduce the concept of a bungee cord to him, and he's the first one in line. He might GET killed doing it, but he would not be hesitant ONE SECOND in strapping up.
Kender thievery is, likewise, conceived as wanton theft of the party's valaubles. Also IMHO a misconception. Based on Tasslehoff's misadventures, he stole items that were mostly useless; he NEVER stole the gem from Raistlin's staff, or any of the companions' main gear and weapons; he stole a paring knife here, a semi-precious gem there, a kerchief, a piece of string, things that made little difference. The one to whom it DID make a difference, was Raistlin, who was possessive of everything, especially his spell components; it took threat of magical torture and death to get him to stop stealing his components.

Gully Dwarves (also my favorites) are defintely harder to play, and no doubt are NOT to be trusted in scouting reports ("How many hobgoblins do you see, Mugwump?" "Two... at least two!") But they are not stupid by any stretch - just ignorant.) They have common sense (though not reknowned for it), are very dexterous, and possessed of the singularly impressive ability to forge their way into the nastiest (as in, filth-ridden) situations and not losing their lunch. It would be fun to play a Gully Dwarf Barbarian, or a rogue who pinched the pockets of NPC's who took pity on him for his wretched look. Listen, anyone who can play a Nosferatu in Vampire the Masquerade ought to find it a BREEZE to play an Aghar Dwarf.

The setting of Dragonlance is one of great strife, but not set in stone. RP opportunities abound in ANY setting where there are a main group of characters, if the DM is clever. For instance, What was happening In Ansalon during the Whitestone Council? What actions were going on in Palanthas while the Heroes of the Lance were fighting in Pax Tharkas? We know that others fought the Dragonarmies while the Heroes were seeking out the orbs/the arm/the lancemetal, etc. What are their stories, and why haven't we heard of them? If a DM wants to be totally consistent, there are gaps in ANY story, areas where news comes to the main movers of actions off-stage; who accomplished those actions?
The reason why so many fail, is I think due to misconception as much as anything. "That staid Tolkien rip-off setting with the Kender" is what kills it; what makes it work is what makes ANY campaign work - a DM who can make his players enthused about the game.
Last edited: