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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="R_Chance" data-source="post: 8029151" data-attributes="member: 55149"><p>Just a few stray thoughts...</p><p></p><p>One problem with "factionalizing" Orcs... humanoids (to use the old term for Orcs etc.) and demi-humans (another old term for Elves etc.) are already "factionalized". By race (species or whatever you call them). The various non-human races all fall into niches already. it's one of the reasons there are so many of them in D&D. If you split the Orcs into numerous factions filling different niches in the game are you going to do the same thing with Goblins, Hobgoblins, Gnolls, etc? By the time you're done it's going to get a bit complex. One of my degrees is in cultural anthropology, and the concept of different cultures / societies is fine, but it's starting to hit high levels of complexity for a FRPG. </p><p></p><p>Another thing, one of the reasons "evil races" (Orcs etc.) are so monolithic in behavior is the relatively limited forms of contact PCs have with them. Namely combat <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> The friendlier races (Dwarf, Elfs, Gnomes, etc.) exhibit somewhat more diversity because PCs are apt to have more contact with them, not just combat. </p><p></p><p>Drow and Duergar are under dark opposites of their surface dwelling kin. The trope of what is good above is evil underneath. I suppose if you wanted a "good" (non-hostile) version of an "evil" surface race you could pop them into the under dark...</p><p></p><p>My campaign setting is fairly complex with a deep history and 45 years of development. The monolithically evil (and good) races help keep the complexity down to manageable levels. I've also spent quite a bit of time explaining / rationalizing the quirks of the various groups. I'm probably not going to change any of that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="R_Chance, post: 8029151, member: 55149"] Just a few stray thoughts... One problem with "factionalizing" Orcs... humanoids (to use the old term for Orcs etc.) and demi-humans (another old term for Elves etc.) are already "factionalized". By race (species or whatever you call them). The various non-human races all fall into niches already. it's one of the reasons there are so many of them in D&D. If you split the Orcs into numerous factions filling different niches in the game are you going to do the same thing with Goblins, Hobgoblins, Gnolls, etc? By the time you're done it's going to get a bit complex. One of my degrees is in cultural anthropology, and the concept of different cultures / societies is fine, but it's starting to hit high levels of complexity for a FRPG. Another thing, one of the reasons "evil races" (Orcs etc.) are so monolithic in behavior is the relatively limited forms of contact PCs have with them. Namely combat :) The friendlier races (Dwarf, Elfs, Gnomes, etc.) exhibit somewhat more diversity because PCs are apt to have more contact with them, not just combat. Drow and Duergar are under dark opposites of their surface dwelling kin. The trope of what is good above is evil underneath. I suppose if you wanted a "good" (non-hostile) version of an "evil" surface race you could pop them into the under dark... My campaign setting is fairly complex with a deep history and 45 years of development. The monolithically evil (and good) races help keep the complexity down to manageable levels. I've also spent quite a bit of time explaining / rationalizing the quirks of the various groups. I'm probably not going to change any of that :D [/QUOTE]
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