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allows the drow to join the party as a Player Character, it<br />
compromises the roleplaying of the other Player Characters<br />
who would normally be hostile towards the drow, and<br />
cheapens the game experience for their players. This is<br />
not merely limited to elves, dwarves and other traditional<br />
enemies of the drow. A paladin, for example, would be<br />
unlikely to trust a drow under any circumstances.<br />
Keeping the Mystery<br />
A Games Master may decide against allowing drow Player<br />
Characters into the campaign simply because he desires to<br />
keep the drow a mystery to the Player Characters. Perhaps<br />
he is intending the story arc of the campaign to eventually<br />
draw the Player Characters into the Underdeep, even into<br />
a confrontation with the drow. A drow Player Character<br />
could create all manner of unwelcome complications for<br />
the Games Master, from smoothing the adventurers’ travels<br />
through the Underdeep to providing intimate knowledge of<br />
the dark elves which the Games Master would rather keep<br />
secret until the first confrontation with the drow. Using<br />
the many Houses and Lost Tribes available in this book<br />
can help obviate this problem but if the Games Master<br />
has taken the drow in an entirely different direction than<br />
what the knowledge the Player Characters have available<br />
suggests, he may wish to keep the Player Characters, and<br />
the players themselves, in the dark until he is able to spring<br />
his surprise on them.<br />
<strong>The</strong> Final Decision<br />
Ultimately, the inclusion of a drow Player Character in a<br />
campaign will carry both benefits and disadvantages, and it<br />
is the responsibility of the Games Master to decide which<br />
outweighs the other. A drow Player Character can bring<br />
some interesting twists to the campaign, reinvigorating a<br />
group of players who have fallen into stagnancy. However,<br />
the Games Master must handle the integration of a drow<br />
into a party of Player Characters and into the campaign<br />
itself with great care.<br />
In most fantasy settings, the drow are infamous as a race<br />
that is held to be as cruel and evil as any in the world.<br />
Further, the appearance of the drow is so distinctive that,<br />
when combined with the widespread reputation of the race,<br />
it is exceptionally difficult for a drow not to be recognised<br />
for what he is unless he is constantly disguised, whether he<br />
is travelling in a great metropolis or a tiny farming hamlet.<br />
This does not mean the Games Master should constantly<br />
have the drow Player Character pursued across the<br />
countryside by mobs of farmers with torches and pitchforks,<br />
but it does mean the Games Master should remember the<br />
hatred and/or fear with which much of the world views the<br />
drow. <strong>The</strong> reputation of the dark elves is one of the few<br />
disadvantages of playing one as a Player Character, and<br />
one which should be kept in mind by the Games Master at<br />
all times. If the drow Player Character is merely treated as<br />
any other elf or indeed as any other Player Character, the<br />
campaign loses some of its realism and the Games Master<br />
is cheating himself and his players out of the opportunity<br />
for some interesting and unusual scenarios, not to mention<br />
making the life of the drow Player Character much easier<br />
than it ought to be on the surface world.<br />
<strong>The</strong>re are many options for bringing a drow Player Character<br />
into a campaign. Listed below are a few possibilities.<br />
� <strong>The</strong> drow Player Character does not appear to be a drow<br />
at all, being in fact one of the albino spies of House<br />
na'Khotan. This can easily play out in one of two ways.<br />
First, the drow Player Character might be there to spy<br />
on or merely use the rest of the Player Characters for<br />
a specific purpose, eventually betraying them. This is<br />
not highly recommended, as such actions by a Player<br />
Character can easily lead to a sense of betrayal and hurt<br />
feelings not just among the other Player Characters, but<br />
among the players as well. <strong>The</strong> second option is both<br />
more heroic and more likely to generate some longrunning<br />
and interesting plotlines. In this scenario, the<br />
albino na’Khotan has decided to turn his back on the<br />
drow and embrace life as a surface elf, as much as he<br />
is able. In addition to the roleplaying possibilities as<br />
the na’Khotan attempts to adjust to his new life, this<br />
scenario lets the Games Master bring a whole new<br />
enemy into the campaign, the drow House na’Khotan,<br />
which will stop at nothing to reclaim its treasonous<br />
spy.<br />
� <strong>The</strong> good drow is a now-famous archetype, a dark elf<br />
that either never fell into evil or has undergone some<br />
climactic event that turned his heart to good. Hated in<br />
the surface world for his race, and hunted by the drow<br />
for his treachery, the good drow needs the protection and<br />
company of a group of heroes who can see past his race<br />
to his noble heart. Though this scenario has certainly<br />
been used before, it remains a powerful storyline for the<br />
Games Master to incorporate into his campaign.<br />
� Sometimes common cause can make strange bedfellows.<br />
Perhaps the Player Characters and a drow are both<br />
pursuing the same goal, and decide to join forces to<br />
increase their chance for success. After the goal has<br />
been accomplished, the drow may choose to remain<br />
with the other Player Characters, or he may return to<br />
the Underdeep. In this scenario, the drow begins almost<br />
as a glorified Non-Player Character, joining the Player<br />
Characters with the stated intention of not remaining<br />
once the mutual goal is accomplished. This is one of the<br />
best scenarios to test out the inclusion of a drow Player<br />
Character in the campaign. <strong>The</strong> presumably temporary<br />
nature of the association between the drow and the<br />
other Player Characters will not only help the players<br />
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