D&D General How To Reconcile the Settings

That's just an issue of communication. The DM needs to communicate what he's going to run, to the extent he doesn't want to surprise players with a twist later, anyway.

Yeah, but it's the key issue, and if he fails to communicate very clearly beforehand, anything that happens afterwards is 150% on him, and not on the players in the least.

I'd say that's missing the point. ;) Seriously, though, I may just have gotten a little tired of the outsider concept some decades ago - it's a too-facile, unexamined, way of making a PC 'interesting' - break an expectation or even get an exception to a rule so you'll be 'unique,' and therefore a cool/interesting/special character, without having to put any actual thought into it, or engage in any character development.

That's an opinion, which is fine, but I feel like it's a rather unexamined and retro opinion itself. I've seen DM advice from the mid and late '90s which had similar attitudes, usually accompanied by outdatedly adversarial or aggressively restrictive DMing stuff which I rather doubt you subscribe to. It really does seem to me like one of those 1996-1998 ideas which was a reaction to the explosion of more outre and loose character concepts and so on from 1990-1994. I'm reminded of VtM Revised and the like.

In my own thirty years of DMing and playing, my experience is that most people who want to play characters who are technically outsiders to the main societies of the game just want to play a character concept they think is cool without any other motive or need. If they're missing the point, and I don't think they usually are, I honestly feel the DM is responsible, and has failed to make other stuff seem cool (which is on the DM to do). That's easily 70% of "outsider" characters, and it's why races like Genasi, Tieflings, Aasimar, Half-Orcs, and even sometimes Gnomes, Elves, or Halflings and the like are popular. A cheery country-bumpkin Halfling in a bunch of dour city-raised killers is an "outsider" in many campaigns.

Of the remaining 30%, I'd say only 10% (of the total) genuinely feel that they want to be "unique". Which is not "wrong" or necessarily "missing the point" (it totally can be, but again that's usually on the DM if it's the case, or the player being like super-dim, in which case oh well!) than a player wanting to be deeply embedded, but yeah can seem and even be a little shallow. The other 20% totally get it but just don't vibe with the main cultures of the setting, and so they have a choice, which is to politely not play, which generally speaking, the DM and other players don't want them to do (assuming they are friends and part of a long-term group), or to play an outsider to the setting. That's not them trying to be "difficult" or "unique" or "special" (we've already covered that group). Typically decent DMs are either capable of accommodating them, or have a re-think of the idea they were going with. Which works will depend on the setting.

If the DM is considering running some kind of Space Noble Teens at Military School campaign, and what he is thinking about doing relies on this setup, and one of his main group is just not down with being a Space Noble Teen at Military School, it may be better to ditch the idea. If the concept is looser, however, it might work well to have a PC be a servant or a bodyguard or teacher or whatever. I've certainly done both, and I imagine most experienced DMs who have run a variety of systems over the years have.

You can try and force yourself to play something you don't vibe with (which is different to "don't normally play" - often it's something you have played), as a player, of course. I've tried it. I've seen people try it. But my experience is that it almost always ends in less fun for everyone. Very occasionally, it does work out - usually with pre-gens oddly enough, from what I've seen.
 

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You'll have to take it up with the scientists. It's an archaic term with no formal taxonomic status. When it is used, it specifically references European early modern humans (EEMH), and isn't applicable outside of Europe.

This is correct. Son of the Serpent is straightforwardly misusing the term and his information on this topic seems to be very unscientific or based largely on deeply outdated science.

To put it in extremely simple terms: Cro-Magnon isn't a thing. It was already a generation outdated as a term when I studied archaeology in the late 1990s.

 

This is correct. Son of the Serpent is straightforwardly misusing the term and his information on this topic seems to be very unscientific or based largely on deeply outdated science.

To put it in extremely simple terms: Cro-Magnon isn't a thing. It was already a generation outdated as a term when I studied archaeology in the late 1990s.

It should be noted that Cro-Magnon was widely used in anthropological texts in the early 20th century, but it has no actual meaning other than "proto-human".
 

It should be noted that Cro-Magnon was widely used in anthropological texts in the early 20th century, but it has no actual meaning other than "proto-human".
Thats actually how i was using it. There was a time when it was used in that manner to refer to humans in a bit of transition period. The most well known example being responsible for the name sake.
 

Thats actually how i was using it. There was a time when it was used in that manner to refer to humans in a bit of transition period. The most well known example being responsible for the name sake.

I'm going to drop this because it's off-topic but what you said was:

Side note: homo sapien is generally a mixture between cro magnun, denisovan, neanderthal, and an exceedingly small amountbof a couple other hominids with the lions share made up of cro magnun.

And that is just not correct and it is misleading. That's the end of my comments on the subject.
 


Just did a quick bit of Googling. According to the site I found (take it for what it's worth), the world population in 1200 AD was somewhere around 360 million. That's it. Never mind a Thanos snap, that means that 95% of the people in the world today didn't exist at all at that time. You could fit the entire population of the world in the United States.

That's a LOT of empty space. A lot of space for prey and predator animals. I'm not sure that it's all that far fetched that we have these fantasy settings where you have multiple sentient races and whatnot. There's just SO much more space back then.
 

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That's an opinion, which is fine, but I feel like it's a rather unexamined and retro opinion itself. I've seen DM advice from the mid and late '90s which had similar attitudes, usually accompanied by outdatedly adversarial or aggressively restrictive DMing stuff which I rather doubt you subscribe to. It really does seem to me like one of those 1996-1998 ideas which was a reaction to the explosion of more outre and loose character concepts and so on from 1990-1994. I'm reminded of VtM Revised and the like.
....

Nope, you intermix two things here. Like @Tony Vargas said, there were maybe to many drizzt clones underway also, but do not forget that the drizzt books were new and cool back then, so it was no overused pseudo archetype back then but like todays let's say, a party with Dragonborn Paladin, Tiefling sorcerer, Tabaxi Rogue and Eladrin Cleric.
It was simply something new at some point and we did use it, not directly but I can remember back then I had a halfdrow npc thief in my Greyhawk campaign and it was mystic and new and weird somehow.
The restriction trend which I only can highly support has totally different reasons.
The iconic campaign worlds lived by that restriction partially, it is like the famous beginning of an adventure which was also depicted in the ultima underworld 1 computer game:
"You are thrown naked into a dungeon, you find a rusty dagger in the corner, what do you do?"
To some it may be the example of shoehorning, for me it is a super start for a campaign.
It is really starting at level 1, no cheating. A challenge in itself.
You say oh I can do that with todays multitude also, I say no you cannot. If you do not want that the player simply teleports out of your multi level dungeon prison as soon as he reaches level x then you just cannot by raw.
Restriction is not that a DM cannot handle or shoehorn races into campaign worlds where they do not belong to. It is to reduce choice and the players gain by this less is more, e.g. normal rules apply but no divine spells above 5th level or, paladins do not exist in this world and we play without feats.
It takes a much more planning approach on the players sides, since they have only a selection of tools at their hands.
I do not say that you have to play like that all the time, but it is sure a more satisfying experience than to use the game as written to the letter. It is just an extra challenge, it is not to punish things or to make monsters harder since a good DM will balance out things perfectly.

I have to come back to my central point in all of these debates:
Restricting fluff is fun, you do not unbalance anything by restricting fluff. There is no breaking of game mechanics by restricting fluff. And fluff is e.g. almost anything with name attached to it which would also work if it had a different name.
Means mobs, alignments, spells, deities, weapons, races, classes, race - class combos etc. etc.
 

Just did a quick bit of Googling. According to the site I found (take it for what it's worth), the world population in 1200 AD was somewhere around 360 million. That's it. Never mind a Thanos snap, that means that 95% of the people in the world today didn't exist at all at that time. You could fit the entire population of the world in the United States.

That's a LOT of empty space. A lot of space for prey and predator animals. I'm not sure that it's all that far fetched that we have these fantasy settings where you have multiple sentient races and whatnot. There's just SO much more space back then.

Im pretty confident that 100% of the people in the world today didnt exist in 1200AD - none of us are quitre that old :)

but yes, modern populations are huge in comparison to what they use to be
 


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