writer shir
05-02-2011, 04:13
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السلام عليكم .. لقد فتحت هذا الموضوع إثر تجوالي في أحدى مواضيع المنتديات الإنجليزية الثرية بمعجبين الروايات الأسطورية
و أحببت أن أنقله لكم ... أترككم معه و أتمنى أن يعجبكم و يفيدكم هذا الموضوع الثري بمعلومات المخلوقات الخيالية :
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So, I'd like to fill in some extra stuff for the main races of D&D, essentially starting to make a kind of cultural guide to PoLand, for those of us who are deep into detail-oriented semi-simulationist rpg settings. I generally like to avoid mechanical stuff when producing material like this, but I think it'd be okay to hand out the occasional +2/-2 for very specific skill applications, if people wanted to use them.
People should feel free to add in more stuff, reinterpret stuff, give alternate versions, etc.
Dwarves
Dwarves have a somewhat hidebound and very traditional society. If a Dwarf wants to do something, it's very important not merely that he succeed, but that he do it in the proper way. There are forms, customs, and laws for every major life event and undertaking - and if a Dwarf were to wish to do something unprecedented, it would be vital to consult his community's Librarian (a position I imagine to be something like a cross between a rabbi, a librarian, and a ninja - remember, librarians know kung fu in D&D) to devise the proper way to do it in keeping with the spirit of tradition. It's not so much that a Dwarf is restricted in what he does, so much as that he's restricted in how he does it. You may hire other Dwarves for hazardous work that may get them killed, but if you don't inform them of the risk up-front, arrange a fund for death payments to their families (or the temple of their choice), and offer generous compensation due to the dangerous work, then you're going to be in the shit. Similarly, Dwarves wouldn't balk at a gay marriage (they already tend to see marriage as being more like a corporate merger between two dwarves whose feelings for each other are nobody else's business), but they'd be scandalized if the proper formalities were not all observed.
They are intensely protective of their privacy, and Dwarves do not pry.
They are way ahead of the curve when it comes to business law and complex financial transactions. They already have approximations of joint-stock corporations (although a modern stock market moves much too fast for them, so such business is carried out more slowly), banking, partnerships, prototype paper money (bank notes, letters of credit), and thoroughly developed agency and fiduciary law. They also know all about how to use loans, interest rates, and various forms of security to best effect.
Economically, Dwarven communities pursue policies that encourage a very high demand for labor - especially skilled labor. Apprenticeship programs and schools are well-established, and any Dwarf of normal talents who is willing to work hard can expect a comfortable middle-class standard of living - maybe even better if he's willing to take a risk and gain experience by working the deeper mines, where it's dangerous.
This tends to mean that it's hard for a Dwarf to get rich by the work of other Dwarves. To the extent that any business is labor-intensive, it probably won't be ridiculously profitable. This is why Dwarves are always after a really big strike of valuable metal or gems - those who own or operate mining concerns need a really lucky strike to make it big. And even then, their workers will by tradition be given at least some share in the profits.
Dwarves could receive +2 to rolls that deal with complex financial matters or the more boring types of law mentioned above. They might be at -2 to endurance, foraging, or similar rolls that involve long-range travel through unfamiliar types of terrain. A dwarf likes a full pack and a well-maintained highway if he has to go somewhere outside of his home enclave. He hates slogging through swamps, fording rivers, sailing, etc., and having to gain his next meal whenever an opportunity arises.
Humans
Humans are explorers and, essentially, cowboys. See Deadwood for a good example of a frontier human community (less the firearms.) They spread out quickly, adapt well to different environments, improvise, survive, thrive, and multiply. While there are of course traditionalists everywhere, a human community of any size always includes people who will adopt new ways of doing things quickly.
Humans excel at building new communities quickly. Dwarves might take a year to plan a mining camp, Eladrin will dither endlessly, Elves will throw together structures that nature retakes within a week during long nomadic trips. Humans can put together a boomtown and have an apparently functional community within weeks. This is due both to their great energy in taking advantage of what the local geography has to offer, as well as their sophisticated social instincts which let them develop informal organization and structure without really thinking about it.
They can also develop and take control of areas of geography with incredible rapidity. Humans have put into place rough versions of specialized labor and assembly-line techniques in a lot of areas, in ways that the other species wouldn't do and don't really grasp. A dwarven craftsman who makes a sword will do the whole thing from start to finish. A human craftsman will farm out various parts of the job to other artisans, and the five of them will make ten swords in the same amount of time. They won't be as pretty, but they cut just as well.
Humans might get a +2 to the end result of any job where they have a lot of people (not necessarily other humans!) working with/under them. They also gain a +2 bonus to rolls involving taming/riding mounts (probably not the rituals for special mounts) or to build/maintain/operate vehicles intended for long-range travel, again not including ritual operations. Please note, this explicitly doesn't include rolls to avoid getting lost. Humans get lost just as much as anyone, they just tend to deal with the unexpected environment better.
يتبع,,
السلام عليكم .. لقد فتحت هذا الموضوع إثر تجوالي في أحدى مواضيع المنتديات الإنجليزية الثرية بمعجبين الروايات الأسطورية
و أحببت أن أنقله لكم ... أترككم معه و أتمنى أن يعجبكم و يفيدكم هذا الموضوع الثري بمعلومات المخلوقات الخيالية :
------------------
So, I'd like to fill in some extra stuff for the main races of D&D, essentially starting to make a kind of cultural guide to PoLand, for those of us who are deep into detail-oriented semi-simulationist rpg settings. I generally like to avoid mechanical stuff when producing material like this, but I think it'd be okay to hand out the occasional +2/-2 for very specific skill applications, if people wanted to use them.
People should feel free to add in more stuff, reinterpret stuff, give alternate versions, etc.
Dwarves
Dwarves have a somewhat hidebound and very traditional society. If a Dwarf wants to do something, it's very important not merely that he succeed, but that he do it in the proper way. There are forms, customs, and laws for every major life event and undertaking - and if a Dwarf were to wish to do something unprecedented, it would be vital to consult his community's Librarian (a position I imagine to be something like a cross between a rabbi, a librarian, and a ninja - remember, librarians know kung fu in D&D) to devise the proper way to do it in keeping with the spirit of tradition. It's not so much that a Dwarf is restricted in what he does, so much as that he's restricted in how he does it. You may hire other Dwarves for hazardous work that may get them killed, but if you don't inform them of the risk up-front, arrange a fund for death payments to their families (or the temple of their choice), and offer generous compensation due to the dangerous work, then you're going to be in the shit. Similarly, Dwarves wouldn't balk at a gay marriage (they already tend to see marriage as being more like a corporate merger between two dwarves whose feelings for each other are nobody else's business), but they'd be scandalized if the proper formalities were not all observed.
They are intensely protective of their privacy, and Dwarves do not pry.
They are way ahead of the curve when it comes to business law and complex financial transactions. They already have approximations of joint-stock corporations (although a modern stock market moves much too fast for them, so such business is carried out more slowly), banking, partnerships, prototype paper money (bank notes, letters of credit), and thoroughly developed agency and fiduciary law. They also know all about how to use loans, interest rates, and various forms of security to best effect.
Economically, Dwarven communities pursue policies that encourage a very high demand for labor - especially skilled labor. Apprenticeship programs and schools are well-established, and any Dwarf of normal talents who is willing to work hard can expect a comfortable middle-class standard of living - maybe even better if he's willing to take a risk and gain experience by working the deeper mines, where it's dangerous.
This tends to mean that it's hard for a Dwarf to get rich by the work of other Dwarves. To the extent that any business is labor-intensive, it probably won't be ridiculously profitable. This is why Dwarves are always after a really big strike of valuable metal or gems - those who own or operate mining concerns need a really lucky strike to make it big. And even then, their workers will by tradition be given at least some share in the profits.
Dwarves could receive +2 to rolls that deal with complex financial matters or the more boring types of law mentioned above. They might be at -2 to endurance, foraging, or similar rolls that involve long-range travel through unfamiliar types of terrain. A dwarf likes a full pack and a well-maintained highway if he has to go somewhere outside of his home enclave. He hates slogging through swamps, fording rivers, sailing, etc., and having to gain his next meal whenever an opportunity arises.
Humans
Humans are explorers and, essentially, cowboys. See Deadwood for a good example of a frontier human community (less the firearms.) They spread out quickly, adapt well to different environments, improvise, survive, thrive, and multiply. While there are of course traditionalists everywhere, a human community of any size always includes people who will adopt new ways of doing things quickly.
Humans excel at building new communities quickly. Dwarves might take a year to plan a mining camp, Eladrin will dither endlessly, Elves will throw together structures that nature retakes within a week during long nomadic trips. Humans can put together a boomtown and have an apparently functional community within weeks. This is due both to their great energy in taking advantage of what the local geography has to offer, as well as their sophisticated social instincts which let them develop informal organization and structure without really thinking about it.
They can also develop and take control of areas of geography with incredible rapidity. Humans have put into place rough versions of specialized labor and assembly-line techniques in a lot of areas, in ways that the other species wouldn't do and don't really grasp. A dwarven craftsman who makes a sword will do the whole thing from start to finish. A human craftsman will farm out various parts of the job to other artisans, and the five of them will make ten swords in the same amount of time. They won't be as pretty, but they cut just as well.
Humans might get a +2 to the end result of any job where they have a lot of people (not necessarily other humans!) working with/under them. They also gain a +2 bonus to rolls involving taming/riding mounts (probably not the rituals for special mounts) or to build/maintain/operate vehicles intended for long-range travel, again not including ritual operations. Please note, this explicitly doesn't include rolls to avoid getting lost. Humans get lost just as much as anyone, they just tend to deal with the unexpected environment better.
يتبع,,