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BETTER D&D "races": Narrative-Driven Ancestries 

The First Arcadian
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Download Narrative-Driven Ancestries for free here: www.dmsguild.com/product/4324...
Most players roleplay non-humans exactly as if they were indeed humans. While there is nothing wrong with that, I believe there is a unique type of fun to be had roleplaying an alien fantasy species as a truly different biological entity, delving head-first into what makes it unique and how differently they see the world and life itself.
This supplement contains my revised version of the four core ancestries - human, elf, dwarf and halfling - with optional homebrew features meant to encourage roleplaying turthfully to the ancestry's lore. These include:
- Ancestry alignement: Features evocative of the species' lore, which reward the players who incorporate it into their roleplay.
- Ancestry quests: Optional endgame quests for the characters, deeply tied to their ancestry, that signify a crucial moment in that ancestry's lyfecycle or identity.
Stay tuned for the full version, containing not only these four ancestries, but all the other ones. If you have any comments or suggestions, your feedback is greatly appreciated!
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31 мар 2023

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Комментарии : 9   
@nightmaregenet
@nightmaregenet Год назад
i love this idea! thanks!
@TheFirstArcadianDnD
@TheFirstArcadianDnD Год назад
Happy to be of service :)
@TheWratts
@TheWratts Год назад
Amazing work on the ancestries! This is the kind of stuff that should just be written into the game by default. Anybody who thinks it's too involved could just ignore it, while everybody else would get plenty of mileage out of it in their games. I kind of already play into these things in the games I run. In character creation and active play, I encourage exploration of different cultures throughout the game world. Though I don't have them built into the rules in any way, nor do I explicitly incentivize that engagement, I always reward it in various ways, both mechanically and diegetically. For example, someone who ventures in the name of their clan both carries responsibility (your actions can fall back on the reputation of their clan as a whole), as well as benefits (your clan will sometimes help them out or award you for bringing honor upon them, or you gain abilities that only your clan and your unique experiences could have taught you). During character creation, I like to explore who a character is through conversation. I ask players a lot of questions. This sometimes even takes the form of mini-roleplaying-decisions of their own-in this, I take a cue from the venerable Ultima game series. In some of the Ultima games, you determined your character's build by answering a series of questions; the game describes a situation and you must decide between one of two different actions (which are tied to a different virtue each). Once you complete all questions, the game has generated your character and throws you into play. Similarly, I give players small insights or snippets of world, lore, and cultures that might fit their character, ask how they would have handled certain situations in their lives prior to play, and slowly close in on how the character connects into the setting. I then give them unique abilities, items, or contacts they can rely on in play. I see a common misconception in online discourse regarding things like race, culture, species, etc.: that the only way to express their differences in narrative is through racism. But this is incredibly one-sided. First off, I believe differences are something to be celebrated, and I know I'm not alone in this sentiment. A table wishing to explore darker themes can certainly use cultural differences to discuss xenophobia, but it's far from the only way to include it. It's also very "human" in nature to explore other cultures with curiosity and positivity. There are so many ways to express differences and showcase the unique nature of different cultures, such as language, speech, manners, traditions, daily rituals, festivals, storytelling, games, cuisine, family life, and so much more. It is often that people find unity and togetherness through sharing and learning of such differences! And that's why I believe it's such a valuable tool for rich and lively roleplaying scenarios. A fantasy world just feels so much more believable and alive if it feels like it's lived in, like these different species and cultures don't just exist in a vacuum, but co-exist in this same world, with history and purpose to how they live their lives.
@TheFirstArcadianDnD
@TheFirstArcadianDnD Год назад
TTRPGs are also known to have a positive impact on people in developing empathy, by the way they invite them to step in another person's shoes. Exploring other cultures through the lens of an RPG may be beneficial from a personal enrichment and culture celebration point of view, but I'd also risk saying that "empathy effect" could stretch to this as well, and help build not only tolerance but actual acceptance. I'm glad you liked the ancestries here! They were a lot of work, but I think it payed off in the end :)
@Frederic_S
@Frederic_S Год назад
I think this idea is great. I just don’t think temporarily hit points are a good incentive. I would give players EXP or inspiration.
@TheFirstArcadianDnD
@TheFirstArcadianDnD Год назад
How would you do it with inspiration? I thought of that, but I have a huge problem with it at my tables - my players either don't care about it or they hoard it so tightly they eventually forget they had it in the first place
@Frederic_S
@Frederic_S Год назад
@@TheFirstArcadianDnD Thats easy and hard to answer at the same time. The reason is that I dont play DnD. I GM a system that is inspired by John Harper's "Lady Blackbird". Lady Blackbird players are highly depending on that systems equivalent to inspiration. So they are allways on the lookout for ways how to refresh their inspiration pool. The game es other than DnD balanced in a way that players need to use the inspiration they have over the session. I have another idea: give players individual buffs and boons for their individual character goals. The dwarf that honors his clan gets a new magic item once in a wile or if certain predictable goals are reached. A druid gets a blessing of nature when she does reach a character goal and so on. The easiest way is to give players Exp, when they reach their goals, but then sooner or later the party member do not have the same level anymore. Maybe give Lady Blackbird a look or even GM it once ore twice. Its my favorite RPG. After 25+ years this game is all I want from a TTRPG.
@TheFirstArcadianDnD
@TheFirstArcadianDnD Год назад
@@Frederic_S there are not many things I believe to be more beneficial to D&D games than borrowing from other games! I didn't know that system yet, thanks for sharing :)
@SherlockHolmes-ux8ns
@SherlockHolmes-ux8ns 6 месяцев назад
@@Frederic_Sone of the things I do with inspiration is use it sort of like a star chart for toddlers, lol. Inspiration is awarded for specific ancestral or background moments occurring much like the dwarf example in the video... Things that will fuel the narrative and character arcs of my players. The inspiration can either be spent on an extra roll as written or if it is saved up, different denominations can be turned in by the player for a prize of my choosing but said prize again is meant to build the narrative/ character arc. So using the dwarf who dedicates his kills to his clan, once he's stored up say 10 inspiration points he can turn them in at the next inn/wherever to a related npc that will bestow upon him the chain kilt of his clan that has a bonus dwarf specific or class specific buff/stat. It takes creativity in terms of knowing the players at your table and their characters well enough to know what would be of best use for them, but it's an element that increases the poignancy of character development and role-playing instead of just adding to the benefit of combat. For example, in a campaign one player's character was a bard with an affinity for plants and alchemy. She threw herself into always having potions and tinctures available and it was this super fun point of pride for her, so over the campaign she saved up her inspiration from her best bard moments and when she met up with a lead mucisian down the road for mentorship, the inspiration was turned in and she was given a new lyre that magically wove songs for her plants, and cut the time of her alchemy tasks in half. It's something that was incredibly specific to her, but it was perfect for her narrative and doing something like this really makes the players feel like the little nuances they give to their characters actually matters.
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