Species vs Culture

A world of adventure in an age of sorcery and steam. Join the fight against the enemies of Queen and Empire. Battle ancient evils, uncover sinister plots, and root out predators stalking the cobble-stoned streets. Your tools are arcane magics, steam-driven marvels, and a stiff upper lip. Learn more at our website: http://www.cubicle7.co.uk/our-games/victoriana/
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Faethor
Posts: 26
Joined: Sat Dec 19, 2015 6:57 am
Location: Blighty

Species vs Culture

Post by Faethor » Mon Nov 07, 2016 7:00 pm

It more precisely; how do you make species work when they are, as in Victoriana, stripped of any kind of subspecies culture?

Take a dwarf, strip him of his helmet, chain mail, love for gold, ancestor veneration, axe, subterranean fortress and what you are left with is no dissimilar to actual dwarfs (real-world dwarfism). So do they retain certain "habits" or mind-sets of the magically induced species; are dwarves inclined to be stubborn hard workers and hard drinkers? Do they congregate or "flock together"? Or is it just the casual Victorian racism of the time constructing stereotypes?

knightofhagan
Posts: 69
Joined: Sat Mar 08, 2014 1:40 pm

Re: Species vs Culture

Post by knightofhagan » Fri Nov 11, 2016 11:14 pm

Victoriana is unique among roleplayinging settings in that it doesn't just have subspecies, it has nationalities and classes too. While the subspecies do have their own ways (most dwarves hold grudges, work hard, value wealth, have beards, look down on elves, etc) their species is less important (I think) than their class.
Victoriana's focus on class structure, and alternate history brings enough juice to the game, that I tend to leave out culture based on subspecies.

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