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I think they come off as prescriptive at first glance, but if you use them as kind of a suggested starting point, you can get some solid results. Just looking at elves, your options are: - You're small, mostly unfamiliar to people, and can fly. - You're vaguely aquatic, can breathe underwater, you can share that ability, and you can do infinite magic in water. - You're from "beyond the skies", you have advanced technology, and your people install taser-based DRM into all their stuff. - You can help other people hide with you, and when you travel in the woods you're impossible to track because trees like you. You can play a Merfolk Elf as just a mermaid, sure, but you can also be just a selkie who wears a seal-skin to transform in the water and seems normal most other times. Or just the Creature from the Black Lagoon. Or an very large and very non-humanoid crab with a sword and a big ol' turtle you ride on. Your Star Elf can absolutely just be from a society of subterranean bat people: "beyond the skies" clearly just means "under the ground"! Between the "What is an [X]?" choices and the Custom Move choices -- ones like Half-Elf especially -- I don't think you need to stretch that much to make most concepts work even before saying "well, just reskin it". (Although you should say that -- if someone wants to be a Spawn of Darkness Orc because they're a weird lovecraftian gribbly who's out to make friends and not because they're fungus, that's cool.) Gnome has an ongoing Actual Play podcast of the game going at Six Feats Under where you can get kind of an idea of how much player input there is too, if that's helpful.
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# ¿ Jul 7, 2018 08:49 |
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# ¿ May 13, 2024 06:33 |