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Community
General Tabletop Discussion
*Dungeons & Dragons
why do we lack a canine race?
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<blockquote data-quote="Willie the Duck" data-source="post: 9173714" data-attributes="member: 6799660"><p>I think it is certainly worth thinking about what early A/D&D looked like. Most of the PC races looked like something that falls within the actual phenotypes of humanity, aside from a few minor quirks like pointy ears (and by '77 half-orcs being the default exception). Playing as anything else certainly started early enough, but it was always rather haphazard and DM-fiat-y. Aside from alternate settings (ex: the hengeyokai and such in OA), I don't recall a consistent normalization of that until Complete Humanoids for AD&D (2e) and the Gazetteers/Creature Crucibles on the D&D side. Slowly a bunch of MM entries started being playable, but that was more <em>'there's no reason someone couldn't play as this,'</em> and less <em>'let's fill out all potential options for playable species,'</em> so it all conformed to what was already present in the monster manual (gaps and all). And when it comes to antagonist roles, I think werewolves and gnolls (yeah, yeah, feiliform. doesn't change feel) filled that role for most groups. At least enough that a specific dogfolk antagonist race didn't take off. </p><p></p><p>Part of that might also be that there maybe isn't a clear-cut single concept of what people want out of a dogfolk (as antagonist monster or as PC option). Like, I think we know what we want out of wolf-folk (maybe a split on whether they should be the fearsome or noble) or cat-folk (quick and agile and stealthy with tigers maybe being bigger and stronger but still stalker-ish more than brutes), or bird-folk. What defines dog-folk? Loyalty? Gregariousness? Playing fetch?</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9173714, member: 6799660"] I think it is certainly worth thinking about what early A/D&D looked like. Most of the PC races looked like something that falls within the actual phenotypes of humanity, aside from a few minor quirks like pointy ears (and by '77 half-orcs being the default exception). Playing as anything else certainly started early enough, but it was always rather haphazard and DM-fiat-y. Aside from alternate settings (ex: the hengeyokai and such in OA), I don't recall a consistent normalization of that until Complete Humanoids for AD&D (2e) and the Gazetteers/Creature Crucibles on the D&D side. Slowly a bunch of MM entries started being playable, but that was more [I]'there's no reason someone couldn't play as this,'[/I] and less [I]'let's fill out all potential options for playable species,'[/I] so it all conformed to what was already present in the monster manual (gaps and all). And when it comes to antagonist roles, I think werewolves and gnolls (yeah, yeah, feiliform. doesn't change feel) filled that role for most groups. At least enough that a specific dogfolk antagonist race didn't take off. Part of that might also be that there maybe isn't a clear-cut single concept of what people want out of a dogfolk (as antagonist monster or as PC option). Like, I think we know what we want out of wolf-folk (maybe a split on whether they should be the fearsome or noble) or cat-folk (quick and agile and stealthy with tigers maybe being bigger and stronger but still stalker-ish more than brutes), or bird-folk. What defines dog-folk? Loyalty? Gregariousness? Playing fetch? [/QUOTE]
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why do we lack a canine race?
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