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If a player wanted to play a violent Bothan that should not only be fine but normal. There are many reasons for this. The first being that violent Bothans clearly exist. Physically weak wookies also clearly exist. Do not "Planet of Hats" an entire species, that's absurd. If there are a million bothans then there is a bell curve of their violent tendencies, there will always MANDATORILY be a Bothan that is the most violent Bothan out of a million until there is less than a million Bothans. Saying there are not violent Bothans is like saying there aren't tall asians. On average people of asian heritage are shorter than caucasian people but Yao Ming is just one person and he is very tall. He is not AVERAGE but that's kind of the point of playing a PC isn't it.
Cyril said:
$hamrock said:
GM Chris said:
Forget the psychopath idea.
Why should this Bothan be limited by "his species' predilictions"? He's not an NPC. Not "just another Bothan. He's a hero. That means (as a course of action) he breaks the rules and the molds. I call it: "The Drizzt Model".
In my long-running (and recently finished) Alternate Universe Campaign, had a player who wanted to make a Bothan who left Bothan society because it just wasn't "him". He didn't care for espionage and subterfuge. He like building things and shooting big guns. So - in his bio - he joined the Republic military at an early age.
There's nothing wrong with that.
He's a PC. He GETS to be the exception to the rule - that's what being the hero in your own story means. :-) The Drizzt Model.
Just because a species as a whole tends towards a certain median, there's always going to be outliers. And they're not necessarily psychotic - they're just individuals who are different. That is the DEFINITION of a Player Character. :-) The Star Wars police aren't going to take his birthday away because he made a bothan in the "I'm a special PC" roleplaying game that didn't follow "the Bothan mold". Species predilictions are there to guide a player, but the real fun comes from making a character that bucks those guides. That's what makes a character memorable and unique.
So… I guess what I'm saying is… what's the problem? ;-)
II think you're reading too far into things. For one the player and I are working together on this. All I asked him for, to make this character, was for some logic behind the choice. Nothing more. I said no to the violence driven merc bothan that was living in bothan society like there was nothing odd about that. Regardless of the players free will, the bothans, per game play, wouldn't accept this cat, they would remove him, promptly. PC or not. I am perfectly willing to work with the player to come up with a logical background to the character. I find it interesting, if nothing else.
He brought up the orphan on Rodia, idea. Again I had no problem with it. What I asked was…. as he was not raised a bothan - he wouldn't get the bothan perks of "Streetwise" bonus, nor the "talent" as both are learned behaviors driven by the culture and society of the bothans (to which he has had no exposure. Would it be game breaking if I were to give him the learned perks of the rodian's (survival and tracking) instead? Again, they are learned behaviors driven by culture and society, of which the Bothan has grown up in.
That said, there are limits to what the PCs should and should not be allowed to do. No matter how much an ass my PCs think me, I won't allow an ewok fusion mechanic from Endor (prior to the species being discovered). Drizzt Model or not. I had a player arguing this in SAGA, giving me the exact same logic path you are…. "But I'm a special PC" , etc…. Regardless of the fact that there wasn't an engine for him to "work on" "learn from" or anything else, sitting anywhere on Endor. I guess he found a halocron, that happened to come in Ewok, and the force just taught him how to fix star ships. It doesn't work! I'm willing to bend, and work with the players, but they gotta give me some logic behind it.
Do I think it will break the game to give the Bothan player the Rodian species traits because he grew up on Rodia? No. And the FFG Secret Police aren't going to come kicking in your door if you do it.
Do I think you're being more than a little bit implacable in fighting the player on this point? Yes. The PCs *should* be special. That's why they're the P thCs and not just people sitting in a cantina. They're going to be the big damn heroes of the game. Yes, there should be some limits. An Ewok fusion mechanic from Endor is one thing - that's why there's something like the primitive trait. But is the logic of the game universe going to fall apart because there might be a Bothan or two that buck the trend of what it's like to be a Bothan? Hell no.
Also, dude - you're the frakking GM! The game universe is what you make it! If I want Nar Shaadda to be a gleaming center of culture and civilization in my universe and Coruscant some small, backwater world - I can totally do that. There's nothing stopping me. George Lucas isn't going to send me a cease and desist letter or send a Defel Assassin after me. Just because something doesn't line up with "established canon" (and we've seen just how nebulous that term is with the recent seasons of The Clone Wars) doesn't mean that it has to be a case of "Do not pass 'Go.' Do not collect 200 credits."
I blew up Coruscant once for a campaign idea… Lucas didn't show up and make me take it back. :)
…
Of course, I had one player refuse to play because it altered canon Star Wars too much… some people just have a problem using their imagination. tsk tsk tsk.
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Regarding Species and their bonuses… I have a problem with the Gand. I really think the Intellect should be 2 and Presence 1. Or I think they should be given an option to start with Mechanics 1 because they are tinkerers, but having an Intellect 2 would just make more sense.
"Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall set me free."
~~ Lord Bane
deanruel said:
If a player wanted to play a violent Bothan that should not only be fine but normal. There are many reasons for this. The first being that violent Bothans clearly exist. Physically weak wookies also clearly exist. Do not "Planet of Hats" an entire species, that's absurd. If there are a million bothans then there is a bell curve of their violent tendencies, there will always MANDATORILY be a Bothan that is the most violent Bothan out of a million until there is less than a million Bothans. Saying there are not violent Bothans is like saying there aren't tall asians. On average people of asian heritage are shorter than caucasian people but Yao Ming is just one person and he is very tall. He is not AVERAGE but that's kind of the point of playing a PC isn't it.
Dude! Wow! You're not going off on what I was saying. I have NO problem with a violent Bothan. Bothan society wouldn't accept it, and that is fine. The player of said Bothan, and myself, are in agreement on it.
One of the options that the player asked was about growing up an orphan on another planet. Again I had no problem with it.
So it led me to the question of species perks. Looking at them they come from being raised in a specific type of society. Bothans heavily favor verbal resolution, the society as a whole promotes debate in every feasible manner. That is where the skills (species bonuses) come from. They are learned, not something a race is born with, like claws, fangs, or a highly sensitive nose. A bonus for tracking, based of said sensitive nose, would be biologic.
So, given that, having the bothan grow-up in another culture, it stands to reason that he/she would adapt that cultures methods. So, if they grew-up on Rodia, they are all about the hunt.
I was just asking if that broke anything, as I am not a numbers cruncher. I got my answer, but it still leaves an interesting topic.
Nobody is arguing that deviances don't exist in a society. Chewie is a prime example, however his being a runt didn't isolate him from wookie society. Other things would, for example, if he were to use his climbing claws to kill people.
Without Signature
Gotcha, that gives me a good idea actually. I'm gonna hit the books tonight and cost out the races abilities and advantages.
I guess I simply would've sticked to the species abilities as stated, and used an appropriate obligation to cover the Bothan society side of things. After all, I believe that's one of the (many) uses of obligations.
That being said, I understand from the various posts that you're not really arguing that, but rather if some abilities are gained primarily socially or biologically and what would happen if raised primarily away from your culture.
While I could in many instances support simply switching some abilities around and be done with it, I'd like to toss in a few thoughts on why not to, as well. It's not to send the discussion spiraling or anything, but because I feel some of these points warrants a mention.
First, the issue that was brought up about prejudice and species/cultures is actually a good one. If the Bothan is met with the thought of him being a typical Bothan, then odds are he is actually likely to develop the skills he's "despised for" (whether or not he actually possesses them in the first place).
Second, and this is really only a continuation of the first, there's the issue of cultural identity. Cultural identity is primarily shaped when cultures meet. If the Bothan (who it seems was old enough to take a stand when he left home or was orphaned) spends his time growing up in a foreign society - with a foreign species, even - then it is also likely that this will trigger him being "more Bothan" and have him embrace some of that culture even if he doesn't normally associate himself with it.
Third, there's also the possibility that these "cultural" abilities actually are somewhat biologically rooted. Mind you, for instance, that Streetwise can be explained differently than simply "knowing what character to talk or not talk to" or "what street or alley to avoid". Streetwise is very much also an understanding of behavior. Having a keen sense for that might be something with deeper roots than simply culture (and the Convincing Demeanor would be an extension of that, albeit slightly more culturally rooted, I can admit).
Fourth, I actually don't agree that there aren't any so-called violent Bothans. Sure, they're political schemers, backstabbers, spies and assassins, but they still have standing armies and the need for brute protection, even among themselves. They also have this state of crisis approach to certain galactic events (it has a name that eludes me), which basically is a martial law that call all Bothans to arms to defend the species and its interests with any means necessary.
Then there's the obligation approach to it, as mentioned, which I believe holds the most merit in any case (perhaps especially so if you wanted this player to have a more story-approach to his character than he usually have).
But to sum it up: No, I don't think it will be a huge problem to simply switch some species' abilities around. It's easy to do, after all, and wouldn't hurt as long as the new abilities are on par with the old. However, I also don't think it's as easy as to say "these abilities are biological, while these are cultural". Some may be primarily one or the other, but in some (most?) instances (that aren't obvious, like claws) there might actually be a mix of the two: The streetwise example above, for instance, might be rooted in an innate sense of understanding, say, pack behavior (which would to a sapient species translate to being a little street wise).
However, if you and your player are both happy with your solution, then that's of course what's most important. I'm just tossing this in to muddle the view on abilities a little. Sure, a system for calculating point costs for species abilities would be nice, but if the idea is to shop some away while others not, then Wookiees and Trandoshans with their easily identifiable primarily physical features are in a bit of a tough spot if they want customization. To me, customization from "the norm" likely starts with obligations and ends with you career, talent and skill choices.
^ Well said, and you bring up some interesting points. I shall ponder some of these and make a more thought out reply/retort.
Without Signature
I think it's important to remember - the paragraph describing a race's general outlook you see in RP books isn't the end-all and be-all of every individual of the species. Just like not *every* Rodian is a bounty hunter, neither is *every* Bothan a spy.
Those 'species' descriptions are merely extremely broad generalizations. Simply contrast the general Rodian description with the character in the Clone Wars cartoon - he was the senator from Rodia, I think, and a friend of Amidala. He was intelligent, well spoken - and quite different from the 'every Rodian is a bounty hunting thug' generalization. When you have a species of billions, they aren't all the same.
You can easily imagine a trandoshian poet, an ewok musician, a wookie slave-trader, or a cerean burglar. Just like there are different kinds of humans, there are different kinds of everything else.
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