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why do we have halflings and gnomes?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8181537" data-attributes="member: 11760"><p>Let me just blow 13 and a half years of dust off this: <a href="https://www.enworld.org/threads/the-unified-theory-of-gnomes.213067/" target="_blank">The Unified Theory of Gnomes</a>.</p><p></p><p>Gnomes are the tricky little guy. The trickster, the guy for whom the world world is bigger and meaner than (as opposed to kobolds and goblins, who are as mean as anything that might come for them). They survive by their wits in a multiverse that, if it were ever to remember them, would rub them out just to kill some time.</p><p></p><p>They love gadgets and magic and hanging out with animals and wouldn't say no to a nice dinner and a pleasant walk in the woods and hills after.</p><p></p><p>And despite all that, they're still good-natured, friendly folk.</p><p></p><p>They're Spider-Man, if Spider-Man was three feet tall and Aunt May was a badger.</p><p></p><p>Halflings are a similar idea, but more cosmopolitan: Instead of disengaging with larger society, they're part of it, relying on the social contract that suggests that peaceful agrarian societies should be left alone. The world has other ideas, of course, which is the source of many halfling adventurers, who work to preserve a way of life that has value and meaning, even as the rest of the world seems like it's on fire. And the rest of the time, when those guardians of halfling life have done their jobs too well, halfling player characters are the ones striking out looking for the adventure they can't find at home.</p><p></p><p>I think there's an argument that they should be subraces of a single race, but I can't imagine a game like D&D without having a plucky little protagonist type smaller, weaker but cleverer than all of their foes. That's a great archetype and a classic of myth and fiction for a reason.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8181537, member: 11760"] Let me just blow 13 and a half years of dust off this: [url=https://www.enworld.org/threads/the-unified-theory-of-gnomes.213067/]The Unified Theory of Gnomes[/url]. Gnomes are the tricky little guy. The trickster, the guy for whom the world world is bigger and meaner than (as opposed to kobolds and goblins, who are as mean as anything that might come for them). They survive by their wits in a multiverse that, if it were ever to remember them, would rub them out just to kill some time. They love gadgets and magic and hanging out with animals and wouldn't say no to a nice dinner and a pleasant walk in the woods and hills after. And despite all that, they're still good-natured, friendly folk. They're Spider-Man, if Spider-Man was three feet tall and Aunt May was a badger. Halflings are a similar idea, but more cosmopolitan: Instead of disengaging with larger society, they're part of it, relying on the social contract that suggests that peaceful agrarian societies should be left alone. The world has other ideas, of course, which is the source of many halfling adventurers, who work to preserve a way of life that has value and meaning, even as the rest of the world seems like it's on fire. And the rest of the time, when those guardians of halfling life have done their jobs too well, halfling player characters are the ones striking out looking for the adventure they can't find at home. I think there's an argument that they should be subraces of a single race, but I can't imagine a game like D&D without having a plucky little protagonist type smaller, weaker but cleverer than all of their foes. That's a great archetype and a classic of myth and fiction for a reason. [/QUOTE]
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