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Active: 177 users

[DnD 5e] Kenku, wtf?

Blogs > phyvo
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phyvo
Profile Joined April 2009
United States3247 Posts
Last Edited: 2017-10-09 16:46:31
October 09 2017 16:40 GMT
#1
I've been having an itch to play a tabletop RPG lately and so to scratch it I started reading DnD 5e material. I generally get a kick out of seeing how RPGs handle weird PC races so I read Volo's Guide to Monsters. Seemed pretty normal but it adds once PC race that strikes me as unplayable at worse and very poorly explained at best: kenku.


Basically the deal with kenku is that they're crow people cursed by their god for their greed and, as a result, they lost 3 things:

  • Their wings and ability to fly, which they desperately want back Ok, that's easy to roleplay, gives them a option for a motivation hook, makes balancing them in a campaign easier than if they had wings.
  • Their voices. That is, they have to speak using their innate ability to mimic any sound. What this means exactly is sort of muddy... the book mostly describes them using random sounds, words, and complete phrases to speak, but they still can read and write in normal languages. There aren't very many tips on how to actually pull this off aside from "when you're at the table don't just make noises and leave it to your fellow players to figure out what the crap your character is trying to say". By itself this is quite a roleplaying challenge.
  • Their creativity. Yes, they lost any and all ability to be creative in any way. I find it rather ironic that they're right next to lizard men who are described at length as having an "alien minds" because of their strange emotional life, when kenku are apparently completely unable to, say, imagine a unicorn with 2 horns instead of 1 and draw it, like any 6 year old could do.


The book gives suggestions on how to roleplay this but fails to really grapple with the problem. It looks at them from the outside, describing them as followers, not leaders, that they can enact clever plans they hear but can't think of new ones, that they plagiarize everything. But the unlike the lizard men the book completely fails to help the reader understand their inner thoughts and limitations, and as a result it's really hard to imagine what it would be like to properly role play these guys. Without creativity just how much can they really understand language? We all know creativity itself frequently plagiarizes because there's only so many truly new ideas anyways, so are they actually incapable of mixing ideas with one another entirely to create a new one? To actually answer this question we need to open an entirely different book, the 5th edition monster manual, where says "Kenku cannot create new sentences", which implies that, yes, they are completely incapable of mixing, matching, and manipulating symbols.

But this seem inconsistent with their stated capabilities. It's said that Kenku can imitate coins in a purse to ask for money. But how did it learn to do that in the first place if it lacks the basic ability to manipulate symbols, the idea that "oh, that guy gets money in this situation, I should too, and I should communicate it by making money sounds, because that guy other there did it and that worked so maybe it will work for me!"

Which brings me to my point I guess: Overall, this description of kenku implies that they behave like a computer program. None of our computer programs can really invent anything new and we humans are vastly superior to them in terms of our ability to manipulate, mix, and match symbols, even if we are getting to the point where we can program an algorithm to write a pretty good piece of music. Even learning algorithms are forced to learn within our explicit parameters and can't learn new ones. So the kenku are not the cool sci-fi kind of program that has any kind of actual personhood, they're the uncool kind that tells your car how to not blow up and tells google to show you ads about cars, one that is insufficiently complex enough to appear human. Who the crap wants to roleplay that? Who the crap can roleplay that? I dunno. There's plenty of boring fantasy races out there but I've never seen one this weird without the authors adding giant warning buzzers in the text and suggesting that PCs really shouldn't touch it. None of the other races in the book were *this* bad.

"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
TheYango
Profile Joined September 2008
United States13595 Posts
October 09 2017 17:46 GMT
#2
On October 10 2017 01:40 phyvo wrote:
Who the crap wants to roleplay that? Who the crap can roleplay that?

The simple answer is that you kind of aren't supposed to. Kenku started out as a race of generic enemy mooks for DMs to use. Other monstrous races did too, but most of the other monstrous races have had years of supplements where they've been fleshed out and retconned to be relatable and usable as PC characters. Kenku...kind of just didn't, since there was really no need to, with enough other options for the "I want to play a bird person" niche. I haven't really spent a lot of time with the 5E supplements, but I would guess that they finally figured they should give these guys a try before realizing they kind of are just best as generic enemy fodder for the DM.
PrinceXizor
Profile Joined April 2010
United States6089 Posts
Last Edited: 2017-10-09 20:56:43
October 09 2017 20:54 GMT
#3
If you want to roleplay a kenku you gotta make them quirky and be descriptive with what they are doing, think a Comic Relief side character. Where the personality is in action rather than words, Like Groot rather than Rocket, from Guardians of the Galaxy. Mimicking your parties words as psuedo sarcasm is the best you are gonna get for vocalizing snark. but you can also do rather iconic sounds, like the snoring of your Half orc fighter to indicate boredom, or the sound of a grandfather clock ticking to tell your party to hurry up. that kind of thing.

But the Eaglefolk I think Aarakocra are the more "Playable" Birdfolk, as they can speak. There are also some MTG setting races that get the feel across well.

The Point of Kenku is to flaunt in the face of the gods. Your god took away so much, so you find ways around it best you can. They cannot Create. but they must be creative in the way they communicate from a player perspective. How do you go about giving the middle finger to your god, is it by learning magic by rote so you can fly again, is it by being the best mimic in the world and imitating someone to the top of some political ladder? Is it by being some rich snarky sidekick to the parties healer/fighter/mage.
phyvo
Profile Joined April 2009
United States3247 Posts
Last Edited: 2017-10-09 23:10:15
October 09 2017 23:08 GMT
#4
On October 10 2017 02:46 TheYango wrote:
Show nested quote +
On October 10 2017 01:40 phyvo wrote:
Who the crap wants to roleplay that? Who the crap can roleplay that?

The simple answer is that you kind of aren't supposed to. Kenku started out as a race of generic enemy mooks for DMs to use. Other monstrous races did too, but most of the other monstrous races have had years of supplements where they've been fleshed out and retconned to be relatable and usable as PC characters. Kenku...kind of just didn't, since there was really no need to, with enough other options for the "I want to play a bird person" niche. I haven't really spent a lot of time with the 5E supplements, but I would guess that they finally figured they should give these guys a try before realizing they kind of are just best as generic enemy fodder for the DM.


Their development by WotC actually seems kind of interesting, Apparently in earlier editions they were, as you say, evil mooks with only some semblance of a culture. Literally evil alignment and all that. But the jump in 5e is strange because they move them towards primarily chaotic, secondarily neutral alignment, and then they literally invent and introduce the whole creative aspect of the curse in the same supplementary material. Sort of kicking them in the shins with the very thing they were probably trying to use to make them less generic.

On October 10 2017 05:54 PrinceXizor wrote:
If you want to roleplay a kenku you gotta make them quirky and be descriptive with what they are doing, think a Comic Relief side character. Where the personality is in action rather than words, Like Groot rather than Rocket, from Guardians of the Galaxy. Mimicking your parties words as psuedo sarcasm is the best you are gonna get for vocalizing snark. but you can also do rather iconic sounds, like the snoring of your Half orc fighter to indicate boredom, or the sound of a grandfather clock ticking to tell your party to hurry up. that kind of thing.

But the Eaglefolk I think Aarakocra are the more "Playable" Birdfolk, as they can speak. There are also some MTG setting races that get the feel across well.

The Point of Kenku is to flaunt in the face of the gods. Your god took away so much, so you find ways around it best you can. They cannot Create. but they must be creative in the way they communicate from a player perspective. How do you go about giving the middle finger to your god, is it by learning magic by rote so you can fly again, is it by being the best mimic in the world and imitating someone to the top of some political ladder? Is it by being some rich snarky sidekick to the parties healer/fighter/mage.


Hmm, I like this take on them, it helps me see what a kenku PC could actually bring to a game that would be fun and it still embraces the spirit of their theme, something I haven't found in other explanations of how to RP them. At the same time there's still part of my brain that is convinced that a being without creativity is essentially the same as a house fly and that from a basic standpoint the lore just doesn't make a lick of sense. Even though the lore making sense doesn't always matter.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
ProfessorDoom
Profile Joined July 2020
United States1 Post
July 10 2020 22:56 GMT
#5
*Quietly raises a hand* "I'll be your huckleberry."

I effin loooooove playing a Kenku. I like your computer program analogy....but i think you've hit it from the wrong direction. Remember they were stripped of these things. So rather than a program like what we have, made by humans and horribly flawed. A Kenku mind was just as good as any other, but they had something edited out. I think of it like losing a sense...when you lose one your others get better to fill the void a bit. So wise or intelligent Kenku have impressive memories and have built extensive vocabularies and while they can't make new sentences they might be very well read with a vast reservoir of sentences just waiting for the right sounds in order to be spoken. Also my DM at least allows me to "overlap" sounds and with the help of another PC teaching some music theory and basically giving him an algorithm for making music we taught my Kenku how to "beatbox".

think about the forgery ability. it says "• Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects." in essence this means even though Kenku are not creative, they are VERY clever. They don't have to see the whole plan they only have to see the results (you have to look at a finished product, not the creation of it). Hell, they don't even have to have TRAINING in crafting, apparently since they have no innate tool proficiency. So they are able to deduce how something is made by looking at it. Pure logic, no creativity.

As far as the actual roleplaying. I am an Amateur Voice Actor. I did a couple voices in a published radio drama in HS. Some other minor local gigs, and most notably for the adoration of my friends at the table. The Kenku allows for some crazy stuff. I have refined it to the following. An actual Soundboard program for folly sound effect work, notes on who has said what great stuff over the campaign, and notes on 3 particular voices (the Beermaid, the Boy, and the Bouncer). When i want to speak I use one of them usually and depending on the tone, being kind and accommodating, being inquisitive, and being rough. i will occasionally mix them for instance start with a sweet kind "oh dear why don't you come here and" then end with a loud tough "Then YOU CAN TASTE MY STEEL!".

I'll use random pop culture quotes, i'll use a weird voice i want to try out. Frankly it requires almost zero voice acting consistency, or however much you want. occasionally i decide my character doesn't have a way to say something if it hasn't come up in the campaign yet. Rolled nat20 on perception to recognize a monster, cool DM lets me read the MM entry, Owlbear, cool. Other players look to me expecting my character to shout out what to do. My Character Mocker Black *Opens beak* *Closes beak* *Opens beak* "bird" "bear" "big" "RUN!"
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