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What's wrong with a human-centric fantasy world?
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<blockquote data-quote="Inchoroi" data-source="post: 7480394" data-attributes="member: 6752135"><p>As long as you set the expectation that the world is Human-only, there's no problem with it.</p><p></p><p>However, to address your points in the first post: What makes, at least in my games, PCs different from one another is there is a history to each race, which is detailed far more than the players will probably ever discover. This comes into play during the campaign, as well; I provide a basic idea of how the society the race comes from acts, and the expectation is that the character will act in at least a similar manner. If, on the other hand, the player chooses to play his or her character against the grain, the <em>society</em> will react accordingly, depending on their own morays and folkways. </p><p></p><p>For example, I have half-dwarves in my world. Depending on which dwarven clan you come from, as a half-dwarf, you will get treated differently; the dwarves of the valley wouldn't treat you any differently than anybody else. The insular mountain dwarves, on the other hand, might kill you once they learn what you are (these mountain dwarves have a shared cultural history with humanity, i.e. lots of wars, which are partially the dwarves fault and partially the human empire at the time, as well as several other factors). </p><p></p><p>In other words, what makes PC races different isn't their statistics—its their culture.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 7480394, member: 6752135"] As long as you set the expectation that the world is Human-only, there's no problem with it. However, to address your points in the first post: What makes, at least in my games, PCs different from one another is there is a history to each race, which is detailed far more than the players will probably ever discover. This comes into play during the campaign, as well; I provide a basic idea of how the society the race comes from acts, and the expectation is that the character will act in at least a similar manner. If, on the other hand, the player chooses to play his or her character against the grain, the [I]society[/I] will react accordingly, depending on their own morays and folkways. For example, I have half-dwarves in my world. Depending on which dwarven clan you come from, as a half-dwarf, you will get treated differently; the dwarves of the valley wouldn't treat you any differently than anybody else. The insular mountain dwarves, on the other hand, might kill you once they learn what you are (these mountain dwarves have a shared cultural history with humanity, i.e. lots of wars, which are partially the dwarves fault and partially the human empire at the time, as well as several other factors). In other words, what makes PC races different isn't their statistics—its their culture. [/QUOTE]
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