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Stereotype
Use and Abuse
In
real life, I despise stereotypes. Labeling large
groups of people as all being the same is obnoxious
and wrong.
In
fiction, and particularly in gaming, however,
stereotypes can be useful.
Say
you turn to your players and mention a terrible
orc warlord that's causing trouble in the campaign
world. With just two words, "orc warlord,"
you've put a picture in their minds, probably
of a big, hulking, ugly orc with a big heavy
axe, some crude armor, maybe some scars, and
probably surrounded by a horde of screaming
orcs faithfully following his lead. When painting
the canvas of your world, this kind of shorthand
can be very handy, saving you the trouble of
describing everything from scratch.
In
fact, that's indeed what character classes are
in D&D. They're a useful form of shorthand
-- a starting point. It's like telling a story
about a "red car." Everyone knows
what "red" is, and what a "car"
is, so it's a starting point on common ground.
If a player says his new character is a fighter,
then everyone around the table has an idea of
the kinds of things he can and can't do, and
what role he'll play in the group. It helps
them know how their characters should interact
with the new character on the most basic of
levels.
Like
I said, it's a starting point. However, the
storyteller needs to tell us more. The red car
needs elaboration. Is it a brand new car or
an old jalopy? A Hyundai or a Ferrari?
Thus
characters get that kind of elaboration as well.
What race is the fighter? What kinds of weapons
and armor does he use? These are still really
basic, but they bring the character into focus.
Where the player (or where you, the DM, running
an NPC) can really make the character unique
is in his outlook, personality, and background.
When
you create a new race, or establish an old one
in your campaign ("This is how elves are
in my campaign"), make heavy use of stereotypes.
"Elves are all bookish and fascinated by
ancient lore." With that stereotype in
mind, now the players know where to go if they
need information about the old days. Not every
elf is going to know anything about ancient
lore, but perhaps it makes more sense to go
to the elves rather than the halflings. What's
more, it's a peg to hang a character (PC or
NPC) on -- you can create an elf character that
seems to conform to the stereotype, or one that
eshews it. Either way, it's a useful tool.
Make
sure that you do free an NPC from the bonds
of its stereotypes, however. A happy-go-lucky
dwarf, a thoughtful barbarian, a wizard that
loves hand-to-hand combat -- these character
ideas become all the more memorable because
they buck the trend.
Placing
stereotypes in your world also forces you to
examine the stereotypes, and thus further develop
the setting. You might say, "Everyone from
the Kingdom of Nevel is a drunkard." How
would such a stereotype get started? Perhaps
it is because, 30 years ago, there was a terrible
food shortage and things in Nevel were grim.
The only thing that was cheap and in good supply
was hard alcohol. The people of the kingdom,
in large numbers, turned to drink to avoid the
sorrow of their lives. Even today, with the
famine over, alcoholism remains a problem, and
of course the stereotype persists-once a stereotype
forms, it becomes difficult to ever eradicate
it completely.
To
understand something, you need to know the generalities
before you can learn the details. In the same
way, when you're creating a setting, or a part
of a setting, inform the players of the generalities
involved. It's a good place to start.
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