Goblins are a race of huge genetic diversity; there are big ones, small ones, scaly, furry, green skinned, brown. Trying to catalogue them all would be a nigh impossible task. Trying to create a roleplaying game or a miniatures game capable of capturing the diversity is surely a fool's errand. But that's the task I've set for myself. So how do I do it? At this stage I'm treating goblin desriptions fairly simply, with two modular parts. Firstly a racial heritage that defines a series of baselines, then a series of occupations that boost those baselines. It seems to be fairly ordinary stuff, many games have a similar structure. But I get the feeling that a genetically diverse and decadent race that has evolved into hundreds of niches requires a carefully structured society to avoid devolving into complete anarchy. Goblins are traditionally treated as anarchists, so this might be their tendency when far from the central authorites of their race. The "powers that...