Race as Culture

Hail the sword of Incarna

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Author: Kelly Berger Signature


I dont like the idea that all creatures of a single race/species have some homogeneous culture, and that all aspects are somehow solely biologically determined. This is useful for role-playing, but the more contemporary editions of some game systems present it as inextricably tied, and having only positive effects. That said, many have a large shared culture with many spread out societies and settlements that could account for capabilities and behaviors. Most people tend to just play themselves and the envisioning of their character using race/species and class is where role-playing ends. Having only advantages to race/species and class allows players to be even lazier. A racial culture should come with drawbacks and penalties evolved to its habitat, especially in relation to a global context or larger. In earlier editions of D&D™ it was steeped in cultural limits, there were alignment restrictions for class, and benefits and penalties/limits to races (even gender). This was some of the fun of the game, learning how to work with these and still succeed. Some people always ignore it, and those types of people will continue to do so. However, there is a chance here to show that obstacles can be overcome and fun to play in an official way by returning to some of these ideas; This is part of the notion that role-playing should be a fun challenge that promotes learning and a wider perspective. Obstacles and difficulty is a natural part of that, and enhances the immersive experience.

Race/Special Profile

X Heritage: The character comes from an area which has a dominant, most pervasive culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: + 5.0 SRD/PHB Half Orc.

This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Profile by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).

  • Adjustments: -1 Charisma, +1 Strength, -1 Sanity, -1 Reason, +1 Vigor
  • Minimums: Strength 11, Vigor 11, Perception 10
  • Maximums: Charisma 18, Vigor 21, Strength 22