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« on: November 14, 2022, 05:35:32 pm »
I like goblins, not as much as dwarves but I like them, and in defense of goblins: I think they should be war-like, brutish, short-lived and numerous. These elements are key to their appeal and make them enjoyable and valuable to their settings. You take away too many of these elements and you're just left with small people, you have diminished their identity and uniqueness. Make them immortal and now you have small elves with a slightly different set of grievances, which is almost what we have now.
It's perfectly noble to say people shouldn't be categorized and put in a box, recognizing that everyone deserves agency and freedom is critical in the real world, but fictional settings are only going to have a handful of fleshed-out characters. If it is unremarkable for characters to exist that go against the grain then that setting doesn't have a grain, then it's unremarkable and pointless. The setting and those characters start to lack an identity, there is no longer a 'norm' to rebel from or stand out from.
You can still have compelling stories without leaning on stereotypes and tropes, but when we're talking about a procedurally generated fantasy world, leaning into that a little helps a lot in providing recognizable touchstones. If I were a new player and I'm raring to play a dwarven fortress, and after a few hours of play realize my taverns are full of goblin bards and my civilization is led by some random elf.. well, there might be a period of confusion, but eventually with enough hours in I'd just accept the setting has a lot of random noise in it that doesn't change anything, signify anything, or really mean anything.
On the other hand if a goblin bard shows up and causes some sort of commotion among the commoners due to how unexpected that is, or if an elven queen takes charge and now the diplomats from a local elven enclave think they can push you around even more on the wood situation because they think they have an inroad with your monarch, now it becomes somewhat impactful, the world actually reacts to events going against the usual grain of the setting. When everybody's just people who can interchangeably fill any role in the setting and it's unremarked upon, we might as well just be Crusader Kings without mods.
I don't expect any of this to actually matter as far as the development of the game goes, clearly this would demand a reactivity that is a bit further along than the game will have for a long time, and there aren't any changes needed that are really high priority. I just had to say something, because I feel like there's been some misguided virtue signalling calling for a setting that is milquetoast, bland, and flat. It seems like a common sentiment around fantasy settings lately, and I find it really quite anthrocentric. Saying goblins want to be like people is implying they want to be people -like us-, and is no virtue at all when you pick it apart.
As an aside, and sorry to feed into the off-topic discussion even more, but if people don't realize Warhammer is supposed to be edgy to the point of self parody... and to be fair, many Warhammer fans DON'T realize that... well I just hope they realize that. To be fair some of the writers who've made content for those settings probably don't realize it either.