Oh, I don't know. No-one ever said that the Dreamers were human; maybe they were Llamas, using the Mountain Sheep as a focal point for data-collection in this dimension. After all, the Llamas have much more important things to do with their time than hang around collecting bits of data from humans and dwarves! (After all, sheep are just mentally challenged members of the herd, or so I've been told by llamas!)
An extremely good post about a topic that is glaringly absent from most supposed roleplaying activities. We (my players and myself) are trying to work that into our campaign. Since we do have Disads (Character flaws that help balance the character and give him 'hooks' for the GM to use), your idea of Addictions is a very good one, which we hadn't thought of.
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Like most of the others, I would *love* to see your ideas on how to implement Romantic Love into a campaign. Please, please, give us some more. 4/5
Huh. I seem to have unleashed a monster here.
In my campaign, the Catfolk. the Wolfkind, the Dwarves, the Elves and the humans are all co-equal, separate but equal. Each live in their own realm and, in theory, all acknowledge the High King.
The bsttlesteeds were created very recently by the Lord of Horses. They are recognized as sentients, but ones that need help surviving in the world, since they 1) are less intelligent (?) (although the Catfolk realize that that is skewed towards being able to read and write) and 2) they are totally, physiologically, unable to speak any of the other languages. Also, they look like horses, which means, since they cannot talk, that the other races will *treat* them like horses. Battlesteeds have an honored, respected position in the Catfolk society.
I can easily imagine a plot hook where a human, or elf or whatever stays with the Catfolk for a while and one of the battlesteeds decides to partner with him. The Catfolk, with generations of protective instincts, say '[No', the battlesteed, with the support of other battlesteeds, says 'Yes', and we have a roleplaying scene where the Catfolk. the battlesteeds, and the prospective other party discuss it.
I don't have a problem with raising their IQ. In our game, 80 is the arbitrary cutoff for sentient intelligence, but since they can't talk, a higher IQ would work too.