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Playable races: few or plenty, common or variable, native or outsiders?
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<blockquote data-quote="Jacob Lewis" data-source="post: 8541584" data-attributes="member: 6667921"><p>I prefer a focused setting where races have distinct roles and emphasis on the setting itself rather than filling in a random niche or void perceived as a lack of <em>something</em>. If you're bored with playing a common race, try coming up with an interesting background or story first. Do people get bored of reading books if the main characters are humans, elves, etc.? Not if the characters are interesting. Think about that.</p><p></p><p>I think this gets to the root of the issue. We traditionally associate racial choices with the mechanical aspects first. That's just how the game has been and how its become the model for almost every RPG thereafter. But no one seems to challenge this as the best possible way to integrate races and species into a game system. </p><p></p><p>What if the traits we associate with some races were translated in some other way than the manipulation of the all-important ability scores? Ability scores just have too much emphasis already, as if we can extrapolate every mechanical facet of a character with six universal characteristics. So if we think of dwarves as being tough and hearty, we give their CON an automatic boost and then reinforce every other stereotype associated with bonuses to poison saves, and fortitude, and hit points, etc. </p><p></p><p>But what if you want your dwarf to be a wizard? Does the CON seem that important than the INT they are denied? Or, like most players, you just don't consider the dwarf wizard viable precisely because of this. It becomes more like a personal challenge instead. And yes, I've taken up that challenge and enjoyed playing against type. But there were some baked-in benefits that didn't fit my vision for my character and were largely unused or ignored.</p><p></p><p>If the party is composed entirely of "outsiders", why are they in this strange land in the first place? And how would that not attract attention and distrust among citizens who may not be familiar or comfortable with a group of powerful "outsiders". I'd say one or two at most, and they may need to deal with prejudices and distrust. </p><p></p><p>Also, I would need to define what is "native" to a particular setting or region before I can consider what an "outsider" may be. What applies for one world, or setting, or even a campaign, may differ depending on the kind of game I want to run and my players want to play.</p><p></p><p>As always, it depends on the setting and the game I want to run or play in at the moment. Just because it exists in the rules, I am not obligated to allow it for the sake of more options.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8541584, member: 6667921"] I prefer a focused setting where races have distinct roles and emphasis on the setting itself rather than filling in a random niche or void perceived as a lack of [I]something[/I]. If you're bored with playing a common race, try coming up with an interesting background or story first. Do people get bored of reading books if the main characters are humans, elves, etc.? Not if the characters are interesting. Think about that. I think this gets to the root of the issue. We traditionally associate racial choices with the mechanical aspects first. That's just how the game has been and how its become the model for almost every RPG thereafter. But no one seems to challenge this as the best possible way to integrate races and species into a game system. What if the traits we associate with some races were translated in some other way than the manipulation of the all-important ability scores? Ability scores just have too much emphasis already, as if we can extrapolate every mechanical facet of a character with six universal characteristics. So if we think of dwarves as being tough and hearty, we give their CON an automatic boost and then reinforce every other stereotype associated with bonuses to poison saves, and fortitude, and hit points, etc. But what if you want your dwarf to be a wizard? Does the CON seem that important than the INT they are denied? Or, like most players, you just don't consider the dwarf wizard viable precisely because of this. It becomes more like a personal challenge instead. And yes, I've taken up that challenge and enjoyed playing against type. But there were some baked-in benefits that didn't fit my vision for my character and were largely unused or ignored. If the party is composed entirely of "outsiders", why are they in this strange land in the first place? And how would that not attract attention and distrust among citizens who may not be familiar or comfortable with a group of powerful "outsiders". I'd say one or two at most, and they may need to deal with prejudices and distrust. Also, I would need to define what is "native" to a particular setting or region before I can consider what an "outsider" may be. What applies for one world, or setting, or even a campaign, may differ depending on the kind of game I want to run and my players want to play. As always, it depends on the setting and the game I want to run or play in at the moment. Just because it exists in the rules, I am not obligated to allow it for the sake of more options. [/QUOTE]
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Playable races: few or plenty, common or variable, native or outsiders?
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