Elf Design in DAI a Step Backward?
#326
Posté 27 août 2013 - 02:34
#327
Posté 27 août 2013 - 02:35
maliluka wrote...
when you are in the deep roads when you run into Hespith where if you are an elf she mentions you being exotic and something else, where as if you are a human you are bland and unlikely. I believe the elves were "implied" to be a beautiful race. Leliana does comment about them being nimble and dextrious and a pleasure to look upon.
Hespith refers to elves as "exotic and impossible," I believe.
Modifié par WardenWade, 27 août 2013 - 02:54 .
#328
Posté 27 août 2013 - 03:43
WardenWade wrote...
maliluka wrote...
when you are in the deep roads when you run into Hespith where if you are an elf she mentions you being exotic and something else, where as if you are a human you are bland and unlikely. I believe the elves were "implied" to be a beautiful race. Leliana does comment about them being nimble and dextrious and a pleasure to look upon.
Hespith refers to elves as "exotic and impossible," I believe.
Unfortunately, I always thought Hespith was ref how we would taste; not outward appearances....
#329
Posté 27 août 2013 - 03:56
Elhanan wrote...
WardenWade wrote...
maliluka wrote...
when you are in the deep roads when you run into Hespith where if you are an elf she mentions you being exotic and something else, where as if you are a human you are bland and unlikely. I believe the elves were "implied" to be a beautiful race. Leliana does comment about them being nimble and dextrious and a pleasure to look upon.
Hespith refers to elves as "exotic and impossible," I believe.
Unfortunately, I always thought Hespith was ref how we would taste; not outward appearances....
Well us elves are supposed to look good and we taste great too...
#330
Posté 27 août 2013 - 04:09
maliluka wrote...
Well us elves are supposed to look good and we taste great too...
That cannibal from Witcher 1 agrees.
#331
Posté 27 août 2013 - 05:35
maliluka wrote...
Well us elves are supposed to look good and we taste great too...
Also less filling....
#332
Posté 27 août 2013 - 10:12
I glad that some of the other crpgs choose to expand or ditch the standard fantasy tropes and cliches. I really like that Wizardry includes faeries, lizardmen, dracons, felpurrs, rawulf and mooks. The standard classes are also expand to include valkyrie,samurai, ninja, monk alchemist and gadgetter. Planescape Torment is another crpgs that chose to eschew the standard tropes and cliches.
#333
Posté 27 août 2013 - 11:14
Rawgrim wrote...
LinksOcarina wrote...
cjones91 wrote...
True,but anyone trying to write a story set in a D&D fantasy world has to obey the concepts and rules of those types of settings.LinksOcarina wrote...
All concepts can be discarded because you don't need ANYTHING to build a fantasy world. It's really not that hard.
No. And if you are you are doing it wrong. Hell, the writers of Forgotten Realms, Dragonlance, and Dark Sun rarely follow the concepts and rules of their own settings, let alone the tropes established by the stereotypes perpetuated from the mid-20th century.
What have you been smoking? The FR and Dragonlance writers have to follow the gamerules and the setting rules ALOT. I know one of them that writes D&D books, and she gets given all the info on the area in the setting where she is writing a story, and she is given very clear messages on whats not allowed to do and so forth. The same goes for the magic system and the rules of magic within the setting. They don`t get to make up spells of their own, and things like that.
If you think creating a fantasy world isn`t hard, you don`t have a clue. Check out one of Brandon Sanderson`s lectures on the subject. Can find those on youtube. Its a huge, highly involved process.
Oh please, ive done it before for my own campaign settings. It's not that hard at all.
Forgotten Realms and Dragonlance never followed game rules either. That is kind of the trade-off when you do fictional work with dramatic elements. For example, why can't you have all the same powers that Drizzt has in the tabletop? Or why is it that clerics in the Dragonlance novels never revive people with magic?
If we were following the rules of couse...that should be allowed. Asfor the "rules of magic", well, when most wizards have BS world ending powers I say that those rules are thrown right out the window, giant magic-nulling stones be damned.
#334
Posté 28 août 2013 - 06:42
#335
Posté 28 août 2013 - 07:42
LinksOcarina wrote...
Rawgrim wrote...
LinksOcarina wrote...
cjones91 wrote...
True,but anyone trying to write a story set in a D&D fantasy world has to obey the concepts and rules of those types of settings.LinksOcarina wrote...
All concepts can be discarded because you don't need ANYTHING to build a fantasy world. It's really not that hard.
No. And if you are you are doing it wrong. Hell, the writers of Forgotten Realms, Dragonlance, and Dark Sun rarely follow the concepts and rules of their own settings, let alone the tropes established by the stereotypes perpetuated from the mid-20th century.
What have you been smoking? The FR and Dragonlance writers have to follow the gamerules and the setting rules ALOT. I know one of them that writes D&D books, and she gets given all the info on the area in the setting where she is writing a story, and she is given very clear messages on whats not allowed to do and so forth. The same goes for the magic system and the rules of magic within the setting. They don`t get to make up spells of their own, and things like that.
If you think creating a fantasy world isn`t hard, you don`t have a clue. Check out one of Brandon Sanderson`s lectures on the subject. Can find those on youtube. Its a huge, highly involved process.
Oh please, ive done it before for my own campaign settings. It's not that hard at all.
Forgotten Realms and Dragonlance never followed game rules either. That is kind of the trade-off when you do fictional work with dramatic elements. For example, why can't you have all the same powers that Drizzt has in the tabletop? Or why is it that clerics in the Dragonlance novels never revive people with magic?
If we were following the rules of couse...that should be allowed. Asfor the "rules of magic", well, when most wizards have BS world ending powers I say that those rules are thrown right out the window, giant magic-nulling stones be damned.
When you design a campaign world, you arn`t starting from scratch. You design it around the rulebooks. A magic system, for instance, is allways in place.
You can have the same powers as Drizzt in the tabletop. Most of his "powers", however, comes from some magical equipment.
The clerics in Dragonlance arn`t at a high enough level to ressurect people. Clerical magic returning is one of the plotlines in the first dragonlance books as well, so they are mostly fumbling around blindly with that kind of magic.
Doesn`t matter if they have world ending powers. Those powers are still supported by the rules of magic within that setting.
#336
Posté 28 août 2013 - 07:46
#337
Posté 28 août 2013 - 07:56
#338
Posté 28 août 2013 - 01:04
Modifié par Doveberry, 28 août 2013 - 01:19 .
#339
Posté 28 août 2013 - 01:26
#340
Posté 28 août 2013 - 01:48
#341
Posté 28 août 2013 - 01:52
#342
Posté 28 août 2013 - 03:28
I would like the DA:I elves to be made more non-human. This does not prevent them from being "beautiful" - which is one hell of a moving target even when dealing with humans.
I think there's a lot of uncanny-valley effect going on with DA2 elves that people aren't necessarily recognizing as such. If they had more time to work on DA2, I think the elves would have been better received. They have more time to work on DA:I so I hope they still go for a strong non-human appearance.
#343
Posté 28 août 2013 - 03:44
#344
Posté 28 août 2013 - 04:05
#345
Posté 28 août 2013 - 04:07
Yep,but some people want to change them because of that.MKDAWUSS wrote...
Isn't an elf basically a human with pointy ears?
#346
Posté 28 août 2013 - 04:11
cjones91 wrote...
Yep,but some people want to change them because of that.MKDAWUSS wrote...
Isn't an elf basically a human with pointy ears?
It´s funny, because the usual thing is changing some minor detail and use that to call them something different than elves.
#347
Posté 28 août 2013 - 04:59
MKDAWUSS wrote...
Isn't an elf basically a human with pointy ears?
No; that would be Vulcan....
#348
Posté 28 août 2013 - 05:54
Dragon Age 2 was a step int he right direction but they reminde dme of pixies rather than elves.
I can see why Bioware want to keep working on them, they just got to find that niche that suits them to Biowares taste of what else should look like.
#349
Posté 28 août 2013 - 08:21
Rawgrim wrote...
LinksOcarina wrote...
Rawgrim wrote...
LinksOcarina wrote...
cjones91 wrote...
True,but anyone trying to write a story set in a D&D fantasy world has to obey the concepts and rules of those types of settings.LinksOcarina wrote...
All concepts can be discarded because you don't need ANYTHING to build a fantasy world. It's really not that hard.
No. And if you are you are doing it wrong. Hell, the writers of Forgotten Realms, Dragonlance, and Dark Sun rarely follow the concepts and rules of their own settings, let alone the tropes established by the stereotypes perpetuated from the mid-20th century.
What have you been smoking? The FR and Dragonlance writers have to follow the gamerules and the setting rules ALOT. I know one of them that writes D&D books, and she gets given all the info on the area in the setting where she is writing a story, and she is given very clear messages on whats not allowed to do and so forth. The same goes for the magic system and the rules of magic within the setting. They don`t get to make up spells of their own, and things like that.
If you think creating a fantasy world isn`t hard, you don`t have a clue. Check out one of Brandon Sanderson`s lectures on the subject. Can find those on youtube. Its a huge, highly involved process.
Oh please, ive done it before for my own campaign settings. It's not that hard at all.
Forgotten Realms and Dragonlance never followed game rules either. That is kind of the trade-off when you do fictional work with dramatic elements. For example, why can't you have all the same powers that Drizzt has in the tabletop? Or why is it that clerics in the Dragonlance novels never revive people with magic?
If we were following the rules of couse...that should be allowed. Asfor the "rules of magic", well, when most wizards have BS world ending powers I say that those rules are thrown right out the window, giant magic-nulling stones be damned.
When you design a campaign world, you arn`t starting from scratch. You design it around the rulebooks. A magic system, for instance, is allways in place.
You can have the same powers as Drizzt in the tabletop. Most of his "powers", however, comes from some magical equipment.
The clerics in Dragonlance arn`t at a high enough level to ressurect people. Clerical magic returning is one of the plotlines in the first dragonlance books as well, so they are mostly fumbling around blindly with that kind of magic.
Doesn`t matter if they have world ending powers. Those powers are still supported by the rules of magic within that setting.
I call bull**** on all of that.
Plus ive designed worlds where not everything exists, including some magical powers. The rulebooks are guidelines, not bibles, for creation.
#350
Posté 29 août 2013 - 02:50
In fact a great many players never advanced beyond the second edition. In fact WotC/Hasbro has reprinted the second edition due to demand. Also a point a great many of the house rules were later incorporated into the newer editions of the p n p systems.
The only place that the establish rules ore not bent or outright ignored is in tournament level. competition.




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