Androgyny
Androgyny
Androgyny
With how wide dwarves are, their asses must naturally be huge. It's just that you're too hightist to notice.
dwarves all have a chronic case of flabby repairman asscrack
A wide flat ass is still a flat ass
Depends on their musculature
That is why I love fantasy stories. They really show how gender and norms are social constructs. Its fun to play with
I aspire to that goblin androgony dream
Small, yes, but Konsi is pretty far from horrible.
Also I've never seen her eat a beetle, but you'd know better than me on that point.
This was the most "androgynous" looking goblin I had...
Konsi's first two years of life were as a goblin in a goblin clan, so would have eaten the same as the rest of them, after that, the next four or so years of her life were as a street urchin in Waterdeep. She ate a lot of scavenged food from trash cans and rats.
She's definitely eaten beetles.
Human: you look like a filthy [insert fantasy race here] and I hate you.
Why is it that in fantasy, humans always suck the most?
Variable based on the game. In modern d&d humans are the least specialized, while in old d&d (like 2e) humans were mechanically Inferior until higher levels, where they had the highest level cap. Also demi-humans (elves, dwarves, etc) were fewer in number, Tolkien-style, and sometimes discriminated against. In fact it kinda seemed like the less liked a race was, the more inherent abilities they had.
I've seen a lot of perspectives on this, from ttrpgs, LARP and videogame developers, so here's a potential answer and discussion on that point.
There's a lot of competing factors and philosophies that go into a player's decision of what species to play in a fantasy game. Here's some examples:
Regardless of your game or setting, or the incentives you put into your world to play fantastical species, if human is an option, it will be an overwhelmingly common choice, because, regardless of your setting, there are a large number of players who want to play a character that "looks like them." There are many possible reasons for this too:
My point here is not to imply any judgement or failing. Do whatever's most fun at your table, and don't worry about people who try to tell you you're "doing it wrong." I simply want to highlight that there are a lot of incentives for someone to choose to play a human that are unique to the human option in whatever game we're discussing.
There is a percentage of your playerbase that will only choose human, regardless of what options or incentives you offer to do otherwise, whether those incentives are game-mechanical or narrative. (e.g. "other species have a species-trait that gives them a mechanical advantage over humans", or "in this setting, humans are treated as a lesser species to the other options, you will face increased scrutiny, opposition, and stigma if you play as a human.", etc.)
In many games, this is fine. If your group all want to play humans at your Forgotten Realms DnD session, or your multiplayer Baldur's Gate run, then there's no issues with this - it doesn't imply anything about your setting that you don't want, and it's not impacting anyone else. Have the fun you want to have, and don't worry about anything else.
However, when designing ecosystems and settings, this can run into a problem. If you are running a 1000 person LARP, or an MMO, and you want a cosmopolitan high-fantasy setting where all the different sophont species are commonplace and intermingled, or you want to run a setting where humans are a rarity, it can lead to a bit of narrative dissonance if the player-experience is very human-centric. You write "1% of people living in this city are human" and then players see more than 50% humans while traveling around, and your setting conceit is undermined.
Worse, your players experience of your setting is heavily dominated by what's in front of them in any given moment. If your setting is 90% dwarves, but the party is 100% humans with a human NPC guiding them, then their mental associations, and picture of the world is going to be one where the world feels like it contains "mostly humans"
My ideal "solution" to this would be to try to foster "buy-in" to the world and setting from the players of my game... If I want a properly immersive setting that's trying to do a specific thing, then it's much easier to accomplish that if the players are invested and commit to the same goals. A really good example of this would be if you've ever tried to run a scary horror game. If the players are bought in, and roleplay jumpy/frightened characters, who run away from danger, you get a really different vibe to if they no-sell it and try to kill everything they come across and never act fearful.
However, if you're designing a system for mass-play (e.g. an MMO, a Larp, a ttrpg sourcebook etc), you can't really do that much, beyond an opening blurb that tries to sell the playerbase on the value that committing to your ideas will bring. (and most people skip those kinds of forewords in game books!)
It's common for designers to have some sense of the "too many people want to play humans" issue when making their game, either subconscious, or through experience or observation of games they've played. Such designers commonly look for ways to redress this balance, to try and push the in-universe demographics away from human-dominant and towards what they feel the setting should look like.
Lacking any other way to incentivize diversity, a common crutch is to look at the category of players that choose their species based on mechanical criteria. You push that category out of picking "human", by offering more interesting choices elsewhere, and thus your players experience a more cosmopolitan party.
Dwarves have massive asses, they just don't usually wear the kind of clothes that accentuate it (also, they're kind of hard to see for tall races)! I mean seriously, they're supposed to be stout and have a lot of stamina for working in mines and the like, you can't really have that kind of build with a flat ass.
Damn, I made this exact joke 1 minute more slowly.