Showing posts with label Fluff. Show all posts
Showing posts with label Fluff. Show all posts

Sunday, October 10, 2021

I Don't Think I'm Going to Allow Elves to be Playable Anymore


This is going to be a fraught post and I'm not sure I'll articulate everything I mean to clearly. That's not meant as a shield, it's just the truth. I'll try my best though. I know I have a very patient audience.

I mean, for one thing, we can start optimistically. There's lots of great fantasy fiction that's humans-only! A Song of Ice and Fire, Conan the Barbarian and most other Sword & Sorcery, Arthurian Mythology, most other real-world mythologies, most fairy tales and fairy tale-inspired fiction (e.g. Alice in Wonderland and Peter Pan and whatnot), most gothic fantasy/horror (e.g. Dracula), most pirate-y fiction, and so on. And others are human-centric to the point that things which may be called "dwarves" or "goblins" or whatever else are either clearly not societies or they're so peripheral to the action that "playing as one" wouldn't make much sense at all. Hellboy, Dark Souls, Darkest Dungeon, et cetera.

So if anything, it's really the default option, right? Elves and dwarves are the exception. Everyone should be asked to justify why they are including non-human player options, rather than me being asked why I'm not.

But here I am. I need to explain myself and it's going to be messy. If you're getting used to hearing arguments about orcs and dark elves a lot lately, this post is about that. I've been sitting on this post for a while now. This is going to take me a while to explain my line of thinking but please bear with me. There is a reason for each section in this post. 

Friday, January 22, 2021

Elves Part 3: Elf Subraces

Artist credit: Steve Prescott
I didn't expect to write even one of these articles, let alone 3. Well, you can't have elves without elf-types, so here are my versions of the three classic elf subraces (High, Dark, Wood) for Underworld. Please see the last post of this series here. I'm basically writing down every solid idea I've had so far, but the more I write, the more I feel like this trichotomy will inevitably be deconstructed. I began charting factions and races in my setting and started expanding the list exponentially, so each region of the world would have a good variety of unique societies. And so... just one type of High Elf, Dark Elf, and Wood Elf stopped being sufficient. I'll instead likely create a matrix of two axes: light to dark (with a neutral zone in the middle) and Seelie to Unseelie (with a neutral zone in the middle), creating 9 basic types of elf. Except that, obviously, there are more elf societies than that. Hoo boy, I've really gone down the worldbuilding rabbit hole. But in any case, I can right now offer up "the classic three," good for most elf purposes.

Tuesday, January 5, 2021

Elves Part 2: The Elfs of Underworld

Following up on previous posts about the lore of races in Underworld, here's everything I know about elfs in my setting so far. I already vomited out my thought process on elves in my last post, so below is the stuff I've actually settled on. 

The bad thing about spending so much text describing your influences is that you kind of blow your load on a lot of the neat ideas. I'll try not to re-cover too much of the same ground, but you'll definitely see a lot of the qualities discussed in that last article finding their way into my elfs quite pervasively. You may even need to just assume some of the discussed ideas hold true of my elfs, through inference. But below, I'm gunna focus on the more novel stuff. I'll start with traits universal to all elfs before getting into subraces. And yes, I am, actually, going to roughly retain the traditional D&D trichotomy of elves: High, Dark, and Wood. It helps maintain basic player expectations for what they can play, even if they aren't well-versed in the setting-specific details yet.

Saturday, December 26, 2020

Elves Part 1: Reconstructing a Fantasy Archetype

Picture by Yuliya Litvinova
I've now written three articles about some of the main races in my homebrew setting without ever having intentionally set out to make a series like that. One day I just wanted to compile a bunch of my weird notes on dwarves in one place and share them. Then with gnomes. Then with halflings. And even when it had occurred to me that I have a series on my hands, I still think I was never intending to write a post on elves, because...

Well, because elves don't need a lore post.

Like, gnomes and halflings both need work done if you want them to be interesting. Even sticking to the vanilla versions is still lesser than what you get with off-the-shelf elves. Dwarves have lots of lore but it's infamous for being cliché, so revisiting it and doing something fresh justifies itself. But elves? Elves get nothing but attention. They often have too much lore. Wasting more ink on them is an injustice and disservice to the other fantasy races. To other fantasy ideas. Elves are the most thoroughly fleshed-out and experimented with idea in nearly all fantasy fiction. Just look at the TV Tropes article. How the fuck do you get this much mileage out of one idea? How does D&D manage to always, inevitably have a million elven sub races in each edition even as they avoid that mistake with other races?

The thing is, we could try to have the conversation of "what is the elf, at its core?" Analyzing fantasy ideas often means reducing them to their most vital components, the thing that makes an elf an elf no matter what else you change. And when people have that conversation, they usually arrive at something like, "fancy, graceful humans with pointy ears and whatever other traits we culturally idealize (beauty, longevity, skill, knowledge, pale skin, starlight eyes, etc.)." If that doesn't do it for you, here's a way to avoid a debate: not everyone exactly agrees on what an elf is, but most people agree that David Bowie seemed to be more elf than human, which I would say is a solid rule of thumb to operate on.

But there is inevitably a conversation after that one. Because while most elves check off most items in that definition, they all have more going on. Even the original Norse elves or Tolkien's elves. So the next question is, "having now understood what elves fundamentally are, how do you expand on that to make them your own?" This is where the interesting conversations take place. Where you get cool and novel elves from.

Me? I want to have the next conversation. And I specifically want to ask, "what should we take away from Tolkien and early D&D's answers to the previous question? What did we take for granted as classic elf tropes that really do have some potency?" Hence, reconstructing the classic elf. Not exactly as it was before, but at least giving those classic tropes another look. Kiel Chenier has really creative and cool homebrew elves that are a perfect example of not the kind of thing I'm talking about today. No one would question that Warcraft's Night Elves are a fucking rad take on elves, as with the Elder Scrolls's bizarre elves and metal Dark Sun elves and so on. But none of those are classic elves, and most fantasy creators don't really consider just going with classic elves. But as long as we're trying our own hand at writing our own elves, I want to take a moment to explore this direction.

Monday, September 14, 2020

Dragons of the Great Game

This is one of my all-time favorite pieces of fluff in D&D history, but is, unfortunately, almost completely lost to history. Maybe someone reading this will give it another look.

In the days of 3rd Edition D&D, there was a lot of content bloat. In just eight years they came out with five monster manuals, each filled with several hundred new baddies for you to use. They were mostly garbage, aiming for quantity over quality every step of the way. By Monster Manual III, nearly every page had a goofy, ridiculous concept someone pulled from their ass in desperation to sell more books. But all of them contained nuggets of gold, if you scoured through them. The Monster Manual V was the most ignored of all, coming out near the end of the 3rd edition life cycle. Right when everyone was looking forward to 4th edition or, at the very least, already had plenty of monsters to use. But this monster I want to talk about wasn’t really something that you needed the stat block for. This was an idea.

The gist: dragons have a favorite board game they play, and it can make for the coolest campaign ever.

Tuesday, September 8, 2020

Medieval Halflings: Pechs, Not Hobbits

Unacceptable
Brilliant
Of the core D&D races, halflings are the ones I think the least about. That’s probably true for many people. I think they’re delightful, don’t get me wrong. I think the 5th Edition art for them, where they have giant bloated heads, is hysterical and great. I think anyone defending the freak alien 3rd Edition ones is pretentious and ridiculous. But… I would like for these to be something that can be taken seriously. That is, after all, why I revisited gnomes. So I want halflings that I’m happy with and manage to be fairly vanilla while also different than what we’re normally given. I originally envisioned this looking similar to the gnome or dwarf posts I made, but as you can see, I had some complicated thought processes I think may be of value to share. But the list of halfling traits I made is in the second half.

Thursday, July 30, 2020

Bugbears that Go Bump in the Night

I never liked Bugbears much. Always loved Goblins and I long ago fleshed out Hobgoblins into something I was so happy with they became one of my favorite races. But Bugbears didn't do it for me.

One visual re-skin later and now I love them. This does not fundamentally change much about them or their lore, but I think it "clicks" with me better now. Here are some images of Bugbears as they appear in my setting:

...more below...

Monday, February 17, 2020

Alright Let Me School You on Gnomes

Let’s do a follow-up on that dwarf article I wrote a few months back. Gnomes are controversial, notorious for being hard to define and oftentimes rejected entirely by DMs who just can’t sink their teeth in.

One way races are sometimes justified in D&D is by a mechanical function, a role they play in the game as a whole. Dwarves make great fighters and halflings make great rogues. So the gnome was meant to be a good race for playing wizards and illusionists. Kind of stepping on elven toes a bit but sure. The result in lore ended up looking like a weird hybrid of details from elves, dwarves, and halflings. Fey but earth-y. Big beards and big into mining. Intrinsically magical. Borrowed a lot of the same inspiration that Tolkien used for Hobbits. Really just lacking in a unique identity. Most of the early attempts to give them something of their own was just “zany” stuff, which leaves a bad taste for many people. As time has gone on, they’ve been given a bit more to do with alchemy and steampunk engineering and stuff like that. I dig it, but for some people that still isn’t enough.

Monday, December 30, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 4)

You may have thought that we had wrapped this up sufficiently, but I think we could benefit from
more than just looking at each setting individually. The points of overlap can sometimes also be interesting, and I can think of some more game-able stuff that'll apply to these. Which I realize may seem to run counter to what I said previously.

In a sense, wouldn't the best way to satisfy our goal of making each setting feel really, really distinct be to downplay what they have in common? Like, try to not step on each others' toes if you can help it. Especially for those points that technically overlap. Yes, all three of these settings has furry races. But Mystara is the one that really leans into it, so if you're doing one of the other two settings then maybe you should go out of your way to avoid furry races so as not to steal Mystara's thunder.

But any way in which they can be made distinct from the rules of default D&D is an opportunity to capitalize on.

Monday, December 9, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 3)

I'm going to be upfront about this: this is not going to be a very positive article. In seeking to answer the question of this series (see title), I... just don't have much good to say about the Forgotten Realms. Maybe some FR superfans can come in and help me out but I feel like a lot of the obstacles in this article will serve to illustrate some of my more important arguments about setting and worldbuilding.

Forgotten Realms
So let's get into it. What are the main features that characterize FR in contrast against Greyhawk and Mystara?

  1. ... Uh ... Well...
  2. What does the Wikipedia article talk about? That should give us an idea of the most important stuff. Let's see...
  3. ...Uhhhh. Uh oh.

Monday, December 2, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 2)

Picking up where we left off, we'll continue to identify all of the "greatest hits" of the three default campaign settings. We found Mystara, most associated with Basic D&D, to be a realm of exciting locations, potential for immortalized achievement, and waifus (furry and non-furry options available).

Greyhawk
In contrast, let's talk about Greyhawk, the default setting of AD&D and Gary's own creation. Perhaps my favorite official campaign setting, here are the standout qualities to me. I find this one to be the most distinct of the three. It's also, to me, the easiest to envision mechanical structures to reinforce its qualities through gameplay:
  1. Sword and Sorcery, full stop. Gotta go hard in this direction. Magic is rare, powerful, and corrupting, morals and grey grey grey, people are selfish, there are no great and grand kingdoms anymore, etc.
    • I think a lot of people still picture "sword and sorcery" involving deserts somehow because of Conan the Barbarian fighting desert snake cults and Dark Sun and Barsoom and, to an extend, Fafhrd and the Gray Mouser. When Lieber described the setting outside Lankhmar itself, he wrote, "think of Saracens, Arabs, Parthians, Assyrians even. They ride the camel and elephant, and use the bow extensively." In any case, while there are deserts in the Flaeness, you would have to be able to pretty extensively envision Sword and Sorcery without it. Which really just means...

Monday, November 25, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 1)

D&D is a chance to share a world with people. So after an adventure, you probably want your players to remember the setting it took place it. The experience of being transported to that world is usually one of the important takeaways DMs want to instill in their audience. But unless your players are completely new to all fantasy fiction entirely (e.g. no real exposure to things like elves, wizards, dragons, orcs, etc.) then the baseline assumptions of D&D’s “implied setting” aren’t going to have that impact you’re looking for. You have to go a step beyond to make them feel the world as an element of the story.

Friday, October 25, 2019

Weird Dwarf Traits

It is important to me that the demihuman races feel properly distinct and non-human. Or at least, they should be exotic or foreign, and especially easy to roleplay in a memorable way. As we know, dwarrow (dwarves) tend to all be the same. We should fix that. Here are some miscellaneous things about dwarrow culture I’ve either brainstormed sitting here or accumulated over the years. Some are pretty creative and original, others are straight-up cultural appropriation but, like, you’ll enjoy them.