Redwall RPG takes animals and makes them humanoids. With some research on that animal, you can developing any animal's unique traits or behaviors into a unique humanoid culture and in game abilities.
How I use ancestries: instead of focusing on culture, I bring part of myself into the character I play. My favorite ancestry is merfolk. I have no idea what the lore of Golarion says about them, but they bring three parts to the game that I connect a lot with. - I don't really connect to other people, be it because autism or my childhood trauma; and playing a nonhuman might explain might explain why that lack of connection exists within the game. If I do weird actions in-game or don't connect the dots for something obvious to other people, me being a merfolk and not a human might explain why. Typical aloof merfolk... - I have difficulty walking in real life, often needing a wheelchair for anything above a mile; and playing a fish-tailed person connects that with me without resorting to disability: "I don't need a traveler's chair because I'm a disabled human, but because I am a healthy merfolk growing up in a human society and a traveler's chair is nothing more than a vehicle to me to travel on land." - I like to freedive. It's one of the only few things that can really calm me down and let me move freely. Until I need to come up for air, then the feeling ends. I don't think I need to explain this connection to playing a merfolk. So for me, the ancestry is about how I want to express (part of) myself in the game, moreso than exploring what merfolk culture means within the game lore.
I love RPG/WotC market talk and news, but also love those episodes about design. Hope you'll do both!
Those Titan feats sound like Exalted charms.
❤great info!!!
In the games I've run, all the ancestries mature at the same rate. It solves the problem of tween Elven archmages.
Redwall RPG takes animals and makes them humanoids. With some research on that animal, you can developing any animal's unique traits or behaviors into a unique humanoid culture and in game abilities.
How I use ancestries: instead of focusing on culture, I bring part of myself into the character I play. My favorite ancestry is merfolk. I have no idea what the lore of Golarion says about them, but they bring three parts to the game that I connect a lot with.
- I don't really connect to other people, be it because autism or my childhood trauma; and playing a nonhuman might explain might explain why that lack of connection exists within the game. If I do weird actions in-game or don't connect the dots for something obvious to other people, me being a merfolk and not a human might explain why. Typical aloof merfolk...
- I have difficulty walking in real life, often needing a wheelchair for anything above a mile; and playing a fish-tailed person connects that with me without resorting to disability: "I don't need a traveler's chair because I'm a disabled human, but because I am a healthy merfolk growing up in a human society and a traveler's chair is nothing more than a vehicle to me to travel on land."
- I like to freedive. It's one of the only few things that can really calm me down and let me move freely. Until I need to come up for air, then the feeling ends. I don't think I need to explain this connection to playing a merfolk.
So for me, the ancestry is about how I want to express (part of) myself in the game, moreso than exploring what merfolk culture means within the game lore.