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*Dungeons & Dragons
why do we have halflings and gnomes?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8193842" data-attributes="member: 4881"><p>As I said...it is odd to me that you are so hung up on proving that your opinion is "right" because that is an impossibility. The very adventure that you point to to show how lethal a border town in the D&D world can be is the same adventure I point to in order to show how non-lethal it is. There is no shortage of danger in the immediate area around the town, but yet at the end of the day only one townsperson was killed as a result of all that danger. And then a group of non-experienced newbs rolls into town and takes care of all the problems in the span of a month.</p><p></p><p>You see lethal, I see problematic. And this is comparing a "dangerous" border town. For halflings we are talking about the safe areas of the world, which in your opinion don't exist as livable without upsetting or paying homage some other power but in my opinion is sprinkled all around the map in enough quantity that it supports halflings as a race.</p><p></p><p>You will never be able to prove an opinion incorrect, nor should someone having a different opinion from your bother you. Multiple people on this thread have laid out and and listed for you the exact things that you are arguing that ONLY APPLY TO YOUR GAME, but you don't seem to be able to understand that these things, in actual fact, ONLY APPLY TO YOUR GAME. I will once again include those things that ONLY APPLY TO YOUR GAME and which will never be able to win you an argument.</p><p></p><p>1. Danger levels of different areas on the map.</p><p>2. Local governmental systems/taxes/feudalism/serfs/fealty/protection.</p><p>3. Agricultural systems.</p><p>4. The relative power levels and functions of the different gods and how they interact with their client followers.</p><p>5. Motivations of any particular group.</p><p>6. How raiders "work".</p><p></p><p>On a previous reply you said "Now, I might disagree with some of that, but it hardly matters. I've been told I'm wrong and making stuff up by people constantly. Therefore, your arguments should at least fall in line with everyone else's assumptions. Otherwise, I'm engaging in half a dozen different realities and premises."</p><p></p><p>YES. That is what people are trying to tell you. Every single person here has a completely different reality and premise that applies to their game world. Even at my local game among friends...we have three GMs that all have their own "takes" on how some things work that do not necessarily agree, even if we are GMing the same world. There is no "right" way things work, there is simply a basic starting point for everything that you can use to fashion your game however you like it to be. If you fashion your world in such a way that the basic starting ideas for halflings don't work for you, then fine, you do what you did and adjust it accordingly. This doesn't invalidate the basic starting ideas for everyone else "Because they don't work", which is what you are arguing here for some time.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8193842, member: 4881"] As I said...it is odd to me that you are so hung up on proving that your opinion is "right" because that is an impossibility. The very adventure that you point to to show how lethal a border town in the D&D world can be is the same adventure I point to in order to show how non-lethal it is. There is no shortage of danger in the immediate area around the town, but yet at the end of the day only one townsperson was killed as a result of all that danger. And then a group of non-experienced newbs rolls into town and takes care of all the problems in the span of a month. You see lethal, I see problematic. And this is comparing a "dangerous" border town. For halflings we are talking about the safe areas of the world, which in your opinion don't exist as livable without upsetting or paying homage some other power but in my opinion is sprinkled all around the map in enough quantity that it supports halflings as a race. You will never be able to prove an opinion incorrect, nor should someone having a different opinion from your bother you. Multiple people on this thread have laid out and and listed for you the exact things that you are arguing that ONLY APPLY TO YOUR GAME, but you don't seem to be able to understand that these things, in actual fact, ONLY APPLY TO YOUR GAME. I will once again include those things that ONLY APPLY TO YOUR GAME and which will never be able to win you an argument. 1. Danger levels of different areas on the map. 2. Local governmental systems/taxes/feudalism/serfs/fealty/protection. 3. Agricultural systems. 4. The relative power levels and functions of the different gods and how they interact with their client followers. 5. Motivations of any particular group. 6. How raiders "work". On a previous reply you said "Now, I might disagree with some of that, but it hardly matters. I've been told I'm wrong and making stuff up by people constantly. Therefore, your arguments should at least fall in line with everyone else's assumptions. Otherwise, I'm engaging in half a dozen different realities and premises." YES. That is what people are trying to tell you. Every single person here has a completely different reality and premise that applies to their game world. Even at my local game among friends...we have three GMs that all have their own "takes" on how some things work that do not necessarily agree, even if we are GMing the same world. There is no "right" way things work, there is simply a basic starting point for everything that you can use to fashion your game however you like it to be. If you fashion your world in such a way that the basic starting ideas for halflings don't work for you, then fine, you do what you did and adjust it accordingly. This doesn't invalidate the basic starting ideas for everyone else "Because they don't work", which is what you are arguing here for some time. [/QUOTE]
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