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Originally Posted by Atgxtg
Some yes. But a lot of that depends on what effort (if any) is made towards fleshing out the species and culture. Traveler, and most of it's spin-offs, did a great job of making aliens seem, alien. On the other hand, Taslanta used to boast about all the races it had, and NO ELVES, yet had something like a dozen elf clones.
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Yeah, that advertising campaign always made me roll my eyes a bit. They tried to make their societies different, but in the end, they didn't strike me as significantly different than the high elves/wood elves model.
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What I don't like is for every world to have "high" evles, who worhsip Corelleion Latherian, are proficnent with swords and bows, are a dying culture, proficient in magic, live for 600 years, etc.
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I understand your attitude, but like I said, sometimes that part just doesn't matter to people that much; they want something vaguely like typical high elves for some background reason, so why bother to spend time thinking about the details when the extent will do?
Its always a good idea to remember that for some GMs worldbuilding is not that fun; its often a chore.
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Is there one D&D world, where the Evles are an expanding culture? Or where the Orcs aren't evil? Nope.
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while not quite fitting that, DarkSun actually had rather different takes on many of the races than was typical as I recall.
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That's what I liked about RQ and the other BRP games. Aldrymi weren't the Tolkien (token?) elves, Trolls weren't evil, just different, and neither appeared in CoC or Stormbringer.
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On the other hand, people use Gloranthan style non-humans in a lot of theoretically original RQ worlds for much the same reason; the work is already done for them. I've even seen people import Gloranthan religions for that reason; it saved them the trouble of working out a cult, even though the context often seemed odd without Gloranthan backhistory.