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Worlds of Design: Same Humanoids, Different Forehead
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<blockquote data-quote="Oofta" data-source="post: 8372904" data-attributes="member: 6801845"><p>That's what I was trying to get at with <a href="https://www.enworld.org/threads/worlds-of-design-same-humanoids-different-forehead.680965/post-8372088" target="_blank">my entry</a>. I don't have a problem with starting with the entry in the PHB and existing tropes and lore. Then I have to think about how to implement them in my campaign world, how they relate to the world at large, <em>why</em> they think and act like they do.</p><p></p><p>While there is no elven monoculture, I'm simply not creative enough to come up with a dozen different "cultures" for a dozen different races. If I tried they'd be a grey mish-mash of concepts. So yes, I lean into the tropes at least superficially but then try to put my own spin on it. There will be individuals with their own points of view but if you don't know what the baseline is, how can you have someone that sticks out?</p><p></p><p>So for example, you have different general tropes. Elves are supposed to be nature loving yet create beautiful architecture and craft wondrous weapons. That requires cities and a decent level of technology. On the other hand they live in tree houses and never settle down. They're xenophobic yet there's an elf setting up shop to sell magic goods in every other city and many groups have at least 1 elf in the party. If you decide to lean into the CG alignment tendency, that to me indicates general compassion and acceptance of differences but they're aloof. Supposedly chaotic yet have kings and queens. </p><p></p><p>So breaking that down ...</p><p></p><p>Nature loving architects and crafters of wondrous weapons that live in trees: this is part of why I separate high and wood elves. High elves are more "civilized" crafters and artisans. When you think Rivendell's sweeping architecture, that's a high elf enclave. Wood elves don't care much for permanent settlements but often set up the tree villages to minimize impact on the land. Depending on the region they may instead be nomadic so as to not stress the environment.</p><p></p><p>Beyond an inherent love of nature, because they live centuries they see the impact of what they do on the lands around them. First and foremost they think of long term sustainability.</p><p></p><p>Xenophobes that yet are everywhere: wood elves are far less likely to live in cities in my campaign world, tending to actively reject it. High elves are more accepting, but will still likely want to live with other like-minded communities and try to bring nature into the city. Again, because they have a long perspective they have a lot of time to ensure their neighborhood matches their preferences.</p><p></p><p>Interacting and working with the other races is one of their ways to subtly influence the larger society. Younger elves are encouraged to go into the world to understand their perspectives.</p><p></p><p>Aloof: this one is pretty simple. While they may interact more when young, as they age they lose more and more friends to the ravages of time.</p><p></p><p>Chaotic with kings and queens: any functioning society needs some form of organized decision making. Exactly how leaders are selected will vary, but in my campaigns elves care little about title or wealth and luxury. Different roles provide different experiences and boredom along with lack of variation is anathema to elves. Sure it may be fun to be queen for a century or so, but eventually the burdens of leadership get old. Perhaps instead of having all the trappings of royalty and the intrigue that ultimately goes along with it a simple life with simple pleasures would be interesting.</p><p></p><p>Implementation of the base will be different for different areas, but the base motivations will still be there. Most differences will be largely cosmetic. Let's face it, most of us are not creative geniuses, not novelists, not game designers. That's okay. I try to understand different perspectives from what we are given and embrace it while still putting my own spin on it. Maybe it's boring, but I also find always trying to subvert the tropes every time kind of boring. Subverting the trope is only interesting to me if it's used sparingly, if overused it becomes the new trope.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8372904, member: 6801845"] That's what I was trying to get at with [URL='https://www.enworld.org/threads/worlds-of-design-same-humanoids-different-forehead.680965/post-8372088']my entry[/URL]. I don't have a problem with starting with the entry in the PHB and existing tropes and lore. Then I have to think about how to implement them in my campaign world, how they relate to the world at large, [I]why[/I] they think and act like they do. While there is no elven monoculture, I'm simply not creative enough to come up with a dozen different "cultures" for a dozen different races. If I tried they'd be a grey mish-mash of concepts. So yes, I lean into the tropes at least superficially but then try to put my own spin on it. There will be individuals with their own points of view but if you don't know what the baseline is, how can you have someone that sticks out? So for example, you have different general tropes. Elves are supposed to be nature loving yet create beautiful architecture and craft wondrous weapons. That requires cities and a decent level of technology. On the other hand they live in tree houses and never settle down. They're xenophobic yet there's an elf setting up shop to sell magic goods in every other city and many groups have at least 1 elf in the party. If you decide to lean into the CG alignment tendency, that to me indicates general compassion and acceptance of differences but they're aloof. Supposedly chaotic yet have kings and queens. So breaking that down ... Nature loving architects and crafters of wondrous weapons that live in trees: this is part of why I separate high and wood elves. High elves are more "civilized" crafters and artisans. When you think Rivendell's sweeping architecture, that's a high elf enclave. Wood elves don't care much for permanent settlements but often set up the tree villages to minimize impact on the land. Depending on the region they may instead be nomadic so as to not stress the environment. Beyond an inherent love of nature, because they live centuries they see the impact of what they do on the lands around them. First and foremost they think of long term sustainability. Xenophobes that yet are everywhere: wood elves are far less likely to live in cities in my campaign world, tending to actively reject it. High elves are more accepting, but will still likely want to live with other like-minded communities and try to bring nature into the city. Again, because they have a long perspective they have a lot of time to ensure their neighborhood matches their preferences. Interacting and working with the other races is one of their ways to subtly influence the larger society. Younger elves are encouraged to go into the world to understand their perspectives. Aloof: this one is pretty simple. While they may interact more when young, as they age they lose more and more friends to the ravages of time. Chaotic with kings and queens: any functioning society needs some form of organized decision making. Exactly how leaders are selected will vary, but in my campaigns elves care little about title or wealth and luxury. Different roles provide different experiences and boredom along with lack of variation is anathema to elves. Sure it may be fun to be queen for a century or so, but eventually the burdens of leadership get old. Perhaps instead of having all the trappings of royalty and the intrigue that ultimately goes along with it a simple life with simple pleasures would be interesting. Implementation of the base will be different for different areas, but the base motivations will still be there. Most differences will be largely cosmetic. Let's face it, most of us are not creative geniuses, not novelists, not game designers. That's okay. I try to understand different perspectives from what we are given and embrace it while still putting my own spin on it. Maybe it's boring, but I also find always trying to subvert the tropes every time kind of boring. Subverting the trope is only interesting to me if it's used sparingly, if overused it becomes the new trope. [/QUOTE]
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