Today we have minotaurs, dryders, and ice drakes. The first two have entries in the Monster Manual, but their Guild Wars incarnations have significant differences.
Elven Lifespans Should Be A Bigger Deal Than They Are
Elves are dicks. I wrote an article about it and I stand by it – in nearly every D&D setting, elves have been somewhere between moderately and extremely dickish (Forgotten Realms and Dragonlance, two of the biggest D&D settings around, lean towards the extreme side). So, when I say that elven lifespans should be a huge deal and that middle-aged elves should logically have crazy-high character levels even if they’re bog standard elven guards or the local apothecary or whatever, that’s not because I’m an ardent supporter of the “misunderstanding Tolkien” school of worldbuilding, it’s because being able to live for a very long time is a huge advantage which is pretty thoroughly underestimated by D&D. I use elves as an example here, but dwarves are quite similar.
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The Importance of Fluff
This one is actually a forum post, which is why it references a conversation that this blog isn’t actually having. Other than the weird segue at the beginning, it’s a pretty self-contained post.
Dragonlance: In The End, Evil Shall Always Triumph Over Good
Of the big three D&D settings (Forgotten Realms, Greyhawk, and Dragonlance, ignoring meta-settings like Planescape), Dragonlance is the setting used to exemplify epic fantasy. A titanic struggle between good and evil rocks Ansalon down to its core whenever Wizards can find the money to pay Hickman and/or Weis to squeeze out another trilogy, bold heroes facing off against tyrannical overlords, whose triumph is inevitable. The tyrannical overlords, I mean. Good guys never win lasting victories in Dragonlance.
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“Limited-Time Content” And “Living World” Are Not The Same
So here’s this bizarre idea that crops up now and again, the idea that you can make an MMO, an RPG society of some kind, or some other shared-universe experience more “realistic” by offering most or all content on a very limited time basis, “as it’s occurring.” So if it’s the old 3rd edition Living Greyhawk, for example, whenever you show up to your friendly local gaming store on game night, there’s going to be some kind of adventure going on, but each week it’ll be a different one. If you miss the week, you miss the adventure forever because it already happened and is now over. Or, an MMO where every two or three months the game updates and old content gets removed in favor of whatever’s going on right now.
This can seem genuinely immersive at fist glance, but it falls down so quickly under scrutiny that it really isn’t worth the costs (which we’ll get into later), because these “living worlds” never have the dedication to be genuinely alive. Except EVE Online. EVE Online totally does have a truly living world, and it has that by putting things almost entirely in the hands of the players. A living world doesn’t just mean that all events are limited time, it means that how the populace of players reacts to an event is the determining factor in how it resolves and that players can start events on their own initiative just by starting large scale conflicts between factions, whether those factions are built by the players from the ground up or pre-determined by the devs and then turned over to player leadership.
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Elves Are Dicks
So I’m going to talk about some Forgotten Realms lore. Specifically I’m going to talk about how elves are total dicks. Like most fantasy worlds riffing on Tolkien, Faerun used to be ruled by elves back in the era before humans were a big deal. Before that, though, was the era when dragons and giants battled one another for control of the world. How did we get from one to the other? How did elves take over from a world ruled by dragons? Numerical superiority? Aid from friendly metallic dragons? Alliance with the giants?
Unfortunately, the answer is dickishness.
The Prosimii Clans
We are concluding both April and finals week with a look at the Prosimii clans. These are the least advanced but most adorable primate clans, and will wrap up Monkeys With Guns, which means actual usable stats for games that already exist and which you can play will resume tomorrow.
The Platyrrhini (Part 2)
We finish up with the New Monkeys today, which means we’re just about done with this foray into the fluff of Monkeys With Guns. At some point I’d like to finish up the actual rules (they’re about 2/3s finished) and release the game, but I’m not promising to work on that any time soon, since I have plenty of other unfinished projects I’m trying to tie off right now.
And also yeah, this blog is a one-man show right now, which defeats the original point and is probably also having a negative impact on quality.
The Platyrrhini (Part 1)
Today we dig into the generally smaller, more agile New Monkeys.

The Catarrhini (Part 2)
Today we finish up with the Old Monkeys. Tomorrow, we’re going into the New Monkeys.
