To those who say to accommodate players with an idea that doesn't fit.
So... would you let your players play Darth Vader/cybernetic Sith Lord? How about Winston/hyper-intelligent ape scientist from Overwatch?
Interesting line of thought. So in our hypothetical no-spell-casters campaign, I can reskin my wizard character as a martial and use my spells mechanically as written?You mean an oathbreaker paladin with warforged parts attached to his burned body, and an awakened ape artificer?
This.I'd just say this: There is no obligation to include any particular race, but if a player in you game wants to play a particular race, it is a service to the player to be able to accommodate them. Players often have odd concepts for PCs, and if DMs are too restrictive in their setting, the PCs never get a chance to hit the table.
I was converting the Mystara setting to 5th and I got people asking me to shoehorn in Tieflings, Dragonborn, Drow, Half-Orcs, Half-Elves, and other races that were not found in the original setting. It is a fairly unique setting that had its own races not found outside of Mystara. I was trying to explain to people that the non-canon races were staying out, I wasn't going to add them just because the Forgotten Realms had them. Then I found the one line in the PHB that explained it better than I ever could.
"The Dragonborn and the rest of the races in this chapter are uncommon. They don't exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans."
What you leave out of a setting is just as important as what you leave in. Dragonlance famously ditched halflings for Kender and was drow and orc free (with a few continuity errors). Birthright also ditched orcs. Dark Sun committed genocide on a scale none of the other settings can even dream of matching. Ravenloft retconned out its drow (for licensing reasons). These omissions didn't lower the quality of any of the settings.
Strategic removal of races can make for some fantastic settings. For the MTG crowd, Llorwyn had no humans, and Innistrad had nothing but humans. If you only allow elves, nagpa, halflings and aranea you get Dark Crystal. Tieflings, goblins, humans, and dwarves give you Legend. Lupin, goblins, sidhe, and whatever those fire guys were makeup Labyrinth. If you take humans, orcs, Cirque du Soleil lesbian hippie amazons and no talent for film making whatsoever, and you get Dungeon Siege: In the Name of the King. You don't have to add everything to every setting, sometimes less is much more.
I'd just say this: There is no obligation to include any particular race, but if a player in you game wants to play a particular race, it is a service to the player to be able to accommodate them. Players often have odd concepts for PCs, and if DMs are too restrictive in their setting, the PCs never get a chance to hit the table.
Absolutely this.Yes and no.
I would try to understand better why such player would insist on a specific character that doesn't fit the story, before accommodating.
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In brief, if a player doesn't seem interested and willing to service the group, why should the group service them?
One kind of good DM might craft their campaign, and its restrictions, with their players in mind. Other kinds of good DM might craft their campaign, and its restrictions, with the experience they want to offer in mind. Either can work....a good DM crafts his campaign, and it's restrictions, with their players in mind.
I don't believe that problem is settled by allowing players to bring into a campaign whatever races (reskinned or otherwise) that they desire. Of the struggling tables that I have observed, it has never been the main problem. A common cause of unfun sessions is lack of confidence: where a DM is nervous, or unsure, about upholding choices they have made.I've played in more than a few games where the only person having fun was the DM!