Scott Christian
Hero
Sorry, did not have time to read the whole thread. Just a quick 2 coppers.
One of the things massive diversity does to a setting is make it less diverse. Might seem counter-intuitive, but if you have a small winter seaside village of 200 people, and your elephant bard, turtle fighter, dragonborne cleric, and crab person druid show up, in most settings, they would be run out of town. Heck, throughout the original Icewind Dale trilogy, Drizzt is constantly battling society. Once you make it where all races are the norm, and they are all accepted, then you lose some of your setting.
Most novels I know have an outsider... someone not accepted. But when there are all these different races you lose the outsider. Hence, you lose culture. It breaks a setting's logic too. I mean, cultures are ripe with aweing, hating, not trusting, fetishizing, and worshipping someone who is different. Too suddenly blank that out of the culture also means to blank out little things: not having the bartender shake his head when the bird barbarian asks for worms stew; having the fisherfolk not get attacked by the crab druid when pulling up their crab traps; or have the little girl playing in the street scream at the dragonborne. It seems hallow.
Granted, you could be a petty DM and make everything difficult for your players because they chose something odd. But that's no fun either.
I sympathize with the OP. One group I play with walked into Saltmarsh as an asimaar, drow, human, triton, and tabaxi. It's ridiculous Saltmarsh didn't lynch, throw out, goggle, or begin to worship us. This is a town that is 90% humans. No matter how easy travel is, it is still a little belief breaking. (Full disclosure: Liked the campaign. Great job by the DM and players. But we never really discussed the races because if we did it wouldn't have made any sense.) I mean, even sci-fi, with its space age travel, has strong themes of those who are different.
Last thing I can note is we played a campaign where only humans were allowed. But, we could choose any of the race's attributes and proficiency bonuses. The DM just had the culture built. So choose a wood elf, get everything a wood elf gets, but you are human that grew up with a similar culture to wood elves (who did not exist). That worked out really well. It was, this is Lanitheer, he's from the forest kingdom, where they hide amongst the deep woods, so on and so on.
One of the things massive diversity does to a setting is make it less diverse. Might seem counter-intuitive, but if you have a small winter seaside village of 200 people, and your elephant bard, turtle fighter, dragonborne cleric, and crab person druid show up, in most settings, they would be run out of town. Heck, throughout the original Icewind Dale trilogy, Drizzt is constantly battling society. Once you make it where all races are the norm, and they are all accepted, then you lose some of your setting.
Most novels I know have an outsider... someone not accepted. But when there are all these different races you lose the outsider. Hence, you lose culture. It breaks a setting's logic too. I mean, cultures are ripe with aweing, hating, not trusting, fetishizing, and worshipping someone who is different. Too suddenly blank that out of the culture also means to blank out little things: not having the bartender shake his head when the bird barbarian asks for worms stew; having the fisherfolk not get attacked by the crab druid when pulling up their crab traps; or have the little girl playing in the street scream at the dragonborne. It seems hallow.
Granted, you could be a petty DM and make everything difficult for your players because they chose something odd. But that's no fun either.
I sympathize with the OP. One group I play with walked into Saltmarsh as an asimaar, drow, human, triton, and tabaxi. It's ridiculous Saltmarsh didn't lynch, throw out, goggle, or begin to worship us. This is a town that is 90% humans. No matter how easy travel is, it is still a little belief breaking. (Full disclosure: Liked the campaign. Great job by the DM and players. But we never really discussed the races because if we did it wouldn't have made any sense.) I mean, even sci-fi, with its space age travel, has strong themes of those who are different.
Last thing I can note is we played a campaign where only humans were allowed. But, we could choose any of the race's attributes and proficiency bonuses. The DM just had the culture built. So choose a wood elf, get everything a wood elf gets, but you are human that grew up with a similar culture to wood elves (who did not exist). That worked out really well. It was, this is Lanitheer, he's from the forest kingdom, where they hide amongst the deep woods, so on and so on.
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