D&D 5E What is the appeal of the weird fantasy races?

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You asked how was saying Tabaxi had been around as long as humans. You then refused to clarify if you wanted setting information or game information. So I gave you game information.
You claimed that the innkeeper would know because Tabaxi have been around as long as humans and when I asked how you know, you gave me the real world releases of both, which are irrelevant.
But if you want to make it solely about this innkeeper, I'm going to shock you, the DM decides. So, let us follow that up. Why did that DM decide that in their world they wanted a race who would be discriminated by their appearance? They made the decision that Tabaxi were so rare that discrimination was guaranteed, to the point that the Tabaxi player can't even go into an inn without being treated with fear and suspicion. They could have just as easily made the decision that in a world where Tabaxi and humans have known each other for hundreds of years, such a thing does not happen.
The DM can decide, but the 5e default is that Tabaxi are uncommon and outside of a metropolis like Waterdeep, are little known. If the DM homebrews that to be different for his game, the DM has to go out of his way to change the default of the game.
Okay, so you can't be a disruptive player for bringing something that is not explicitly banned?
Sure you can. Just not for the act of bringing it.
Did you explicitly ban Kryptonians? Would I be less disruptive for bringing that character? I mean, that is the same as bringing a cleric that doesn't exist. So where are these lines getting drawn? Why is Mike Carr not a disruptive player?
I did not explicitly ban Kryptonians. If you brought one to my table, we'd all have a good laugh and then I'd tell you no. If you insisted on being able to play such a clearly disruptive PC, then you'd become a disruptive player.

Mike Carr wasn't disruptive, because he didn't do that and he got told yes.
And yet, the DM never has to compromise. THIS IS THE PROBLEM.

To the player, they have two choices. Compromise their enjoyment by playing something else, or be banished. That is it. To the DM? They declare that their enjoyment is more important than anyone elses. If anything lowers their enjoyment, it is banned, and the players must bow to that demand.
A player doesn't compromise their enjoyment by playing a different character. Players enjoy a variety of character types and races. The DM on the other hand is in a true dichotomy. Either they ban the offensive race or their enjoyment is lessened/ruined. If a player can only get enjoyment from one specific race(and I've never seen it in 37 years of gamin) and no other, then that player needs to go find a game where he's not going to ruin someone else's fun by playing it.

Wrecking a player's fun(including the DM) is never an acceptable option.
Relationships aren't a one-way street, and the DM is not supreme. They should work with their players, not dictate to them.
By RAW the DM is supreme. This is RAW. But I agree, they should work with the players within reason.
You said that it can't be a mechanical change to the game if it works just as well. So I proposed an explicit mechanical change that works just as well. To demonstrate that a mechanical change can be made, and the game still function just as well, making the "function just as well" measure, a worthless measure for deciding if something is a mechanical change.
I never said that. I said that removing dwarves from the game isn't a mechanical change and that playing only humans works as well as having every race.
So show me evidence of them not being able to retract their claws.
I don't need to. What is written states claws. Since nothing is written about them being retractable, the DM has to make a private ruling for his game alone to allow them to retract. It's a reasonable ruling, but it has no place in discussion about what is written.
Do humans in DnD have lungs? It doesn't explicitly say, so if we are limited to what is said they don't, right?

Except, we know that people have lungs, so we don't need the game to tell us that Human's have lungs, because it is just implied.
It's implied by breathing, which is mentioned in the rules. Of course, DMs being DMs, if you asked this question of 100 of us, I'm sure you'd get one who would be like, "Hmm, it would be pretty cool to have the races breathe through their skin."
Tabaxi are cat people, specifically inspired by Leopard and Jaguars, and they have sharp claws. Leopard and Jaguar claws are retractable, to keep them sharp and not dulled by day to day activities. Therefore, it is not only logical, but most likely expected that they have retractable claws. You can rule in the inverse, but declaring that they do not unless it is written that they do is... kind of bull headed. I don't need the book to explicitly tell me the Jaguar Men have traits like a Jagaur. Them being Jaguar Men implies to totality of that.
Inspired by is not equates to. Just look at movies inspired by real life events. They often bear little to no resemblance to the actual events that inspired them.
Factually wrong.

Superman appeared in Action Comics #1. Metropolis was first named and began developing in Action Comics #16. So Superman very clearly came first, and Metropolis was build around him.
It's not factually wrong. Metropolis Island was bought from Native Americans in the 1600's by settlers and that's where they decided to live. It was around for centuries before Superman showed up.
 

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It…

DEPENDS.
ON.
THE.
SETTING.

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In all seriousness, though, maybe I could be convinced to cough up an actual number if someone could finally tell me how "no elves in my Game-that-Isn't-D&D campaign" is meaningfully different from "no elves my D&D campaign."

Also, for folks on the "everything is always on the table" side, what's your red line? What's the point at which a player's idea is so out-of-bounds that "due consideration" and "adult conversations" and "willingness to compromise" become replaced by a simple veto? Sentient sword? Astromech droid? Mecha pilot? Saiyan? Hutt? Decepticon? What if player B (who, of course, just wants to have a conversation) doesn't like player A's idea?
We agree on the setting thing. Just cough up the number. I will spoil: there is none, because the success or failure of this is dependent on the writer, not the features themselves having some magical critical mass.

I couldn't convince you a city was different than a type of organism, but I'll try to step up. The difference between a non-DnD game without elves and a DnD game without elves is that, I assume, a non DnD game doesn't have elves in the book, nor would they be easily implemented like they would be in DnD. The difference is cost and accessibility. And expectations. And what the other game even is. And how/why the restrictions are in place for the DnD end. Then we get back to things about the campaign, DM, players, which is arguably the only thing that even matters here... This is one of those things where the similarities barely exist, so defining differences becomes hard because they're so fundamental. A question so vague is almost not worth asking or answering, because no answer can be given without starting information.

My red line is at non published material- anything home-brewed, I review first, for balance. Simple. Personally, fluidity and expression add up to the most fun, so long as things stay consistent and purposeful. The "due consideration, adult conversations, willingness to compromise" are different agreements, because the first is an agreement to avoid making the game unfun for anyone, the second is an uncomfortability threshold, and the third is an ideal/expectation. All of which is meant to keep the atmosphere in a good place to facilitate the most positive experiences and the fewest negative ones. I say this within the context of all things at the table being talked out between the DM and players prior to setting things in stone. After agreements are made, they are meant to be upheld.

@Maxperson Is Metropolis Island the same thing as Superman's metropolis city? Inspired by doesn't mean equates to, after all.
 

@Maxperson Is Metropolis Island the same thing as Superman's metropolis city? Inspired by doesn't mean equates to, after all.
It's from DC. Those settlers created Metropolis which grew into the city that Superman eventually arrived at. There is no "inspired by" in what I said.
 

And yet the world of Warcraft (heh) wouldn't be out of place as the setting of a D&D game.
It had a 3.5E compatible one released!

which had. Magnataurs as a playable race choice if you went with certain options. Y'know, Magnataurs. The giant half-giant half-mammoth centaur-ish folks
 

I'll never understand these debates.

If I want to run a humans only game and I have an existing group of players I want to run it for and they're not into that then of course I need to compromise. (And of course that compromise might mean ditching the original idea altogether rather than diluting it).

If I'm recruiting for new players, then whether any compromise is necessary depends on the player pool. If I can find players that are happy to do it the way I want why would I worry about those who aren't?

I scratch my head at the idea there is anything more to it then that.

It seems so obviously context dependent. Like if I have one reliable long time player that always plays a dwarf then I probably do need to include dwarves, but If I have another player who always plays something different and this time is thinking they'd like to play an elf, but I have no elves in a setting, then I'd say,"leave it for next time."
 
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And why do you think a world that has a large number of races has no focus? Once again I'm going to mention Eberron, which has about 30 playable races and is more focused than many settings, and Planescape which is again pretty focused.

Prosperous cities by their nature attract people to them from lots of cultures - I'd be disappointed if I was told there was a thriving city in D&D and it didn't reach 20 races unless it was something I was told was thriving because I was playing a rube - and it was actually more like Mos Eisley or "Everything's up to date in Kansas City" from Oklahoma!

Eberron is what PHB plus 4 more?

You can add more but the spotlight is on those new ones.

You don't want to be to restrictive (most of the time). More niche you go the harder it is to find players. Eg Drow campaign Drow only.

Sometimes you might want to remove phb races and replace them.

Might add another 1-2 options as players find them.
 

I did not explicitly ban Kryptonians. If you brought one to my table, we'd all have a good laugh and then I'd tell you no.

"You can be a Kryptonian. Use the human stats for race - the planet is orbiting a red sun, and/or has background magic (Kryptonians are vulnerable to magic, remember?) - such that they have no powers in this world."
 

And yet the world of Warcraft (heh) wouldn't be out of place as the setting of a D&D game.

The only question I have about Warcraft is . . . how long until I give in to the Shadowlands hype and re-up my subscription that's been dormant for a few years . . .
Same...
As DM, I'd rather not role-play entire settlements treating my players' characters as Frankenstein's monsters. I'd much rather just label such races as non-playable.
What is strange to me is...why would you need to? I guess I just don't understand, having played a decent amount of non "human only" sword and sorcery games, why you couldn't have such a world have non-humans as friendly races that are part of the culture that you're in the lands of?
I'll never understand these debates.

If I want to run a humans only game and I have an existing group of players I want to run it for and they'er not into that then of course I need to compromise. (And of course that compromise might mean ditching the original idea altogether rather than diluting it).

If I'm recruiting for new players, then whether any compromise is necessary depends on the player pool. If I can find players that are happy to do it the way I want why would I worry about those who aren't?

I scratch my head at the idea there is anything more to it then that.

It seems so obviously context dependent. Like if I have one reliable long time player that always plays a dwarf then I probably do need to include dwarves, but If I have another player who always plays something different and this time is thinking they'd like to play an elf, but I have no elves in a setting, then I'd say,"leave it for next time."
Pretty much yeah. If you're playing with friends, you have a conversation. If not, well people make bad decisions all the time.* lol
Eberron is what PHB plus 4 more?

You can add more but the spotlight is on those new ones.

You don't want to be to restrictive (most of the time). More niche you go the harder it is to find players. Eg Drow campaign Drow only.

Sometimes you might want to remove phb races and replace them.

Might add another 1-2 options as players find them.
Honestly in most Eberron games I see the races that Eberron has an interesting take on take center stage, rather than the new ones, other than Warforged.



*By bad decisions I mean playing a real campaign with a pickup group. Pickup groups are a great way to find players to invite back for a long term game as you run a series of single-story-arc games of a shorter runtime, and weed out the people who aren't going to add value to your game.
 

Also, for folks on the "everything is always on the table" side, what's your red line? What's the point at which a player's idea is so out-of-bounds that "due consideration" and "adult conversations" and "willingness to compromise" become replaced by a simple veto? Sentient sword? Astromech droid? Mecha pilot? Saiyan? Hutt? Decepticon? What if player B (who, of course, just wants to have a conversation) doesn't like player A's idea?
Everything isn't on the table, so you aren't really talking to me. But since you specifically asked for me to answer separately, I will.

Sentient sword could be an interesting character. Astromech droid...I could maybe make it work. There are no mecha around, so a mecha pilot would be rather pointless--I'll need to know why they're interested. Saiyans are just monkey-people with funny powers, so I could mock something up (they are, after all, basically just a whole race inspired by the Monkey King, and I do have a wuxia-inspired faraway land in my setting). Hutts don't really adventure, so I'd need to know more. A Decepticon is just a fancy type of warforged.

And the thing with all of these is that I'd do exactly what I did with the "we drank demon blood"->"we drank the GOOD Jinnistani wine" example: drill down to what the player values about the thing, and find a solution that gives them that. Astromech droid and Decepticon could potentially make sense as warforged, just with different capabilities, and golems are absolutely a thing in the literature I'm drawing on for this setting. "Mecha pilot" implies mecha which...aren't a thing, so I'd need to know what the player wants to see before I could really do anything with it. Saiyans, as noted, are just Sun Wukong and I could mock up a race for that (though the player would, as is the case for all players, have to grow into their power, not start with it--because starting with the full Monkey King power suite would be abusive and, as noted, I don't permit that). Hutts are sessile jerk merchants, so I'd need to know what about "sessile jerk merchant" is actually valuable to the player; I'll be honest, I don't see much myself, but I am open to talk about it.

If player B is bothered by something player A wants, then we talk it out together. I very much value my players feeling like they are safe and comfortable, as that will help them roleplay more (and better). I'd want to find out what concerns player B. Let's take the Decepticon example. An outright, flying, missile-shooting, evil space robot is out--but the idea of an artificial sapient being who can change their form isn't, and if that's what player A actually wants, we can work something out. Now let's say player B is uncomfortable with this because, I dunno, they had a traumatizing event happen while watching a Transformers movie or something. That's going to mean that we keep any actual references to Transformers proper out of play. Perhaps the "Decepticon" character is a warforged druid (a concept I've always found delightful), so transformation is natural to them, but we'll avoid the obvious "robots in disguise"/"more than meets the eye" jokes.

If player A simply insists on playing a Decepticon exactly as that term is used in the Transformers fandom, well, they're going to be asked to leave. Likewise, if player B simply says, "ugh, really, you're going to play a transforming robot character? That's so stupid, no, I veto that," then I'm going to ask them to leave. We have to respect each other if we're going to have a healthy game. I did, actually, have to have a Serious Business conversation with a player who was not being respectful of the game (thankfully, it worked, and things got much better). It's okay if my players have only semi-serious characters (it's not like we're serious 100% of the time while we play, I mean for God's sake we have a group of camels called Timothy, Timothy-Too, and Timothree), but I expect them to have a certain minimal amount of seriousness in play overall. Part of taking things seriously is accepting that you won't always get what you originally set out for, but if you work for it, you usually can get most of the things you want (though it might have costs or obligations!)

I will not guarantee that every player will get exactly what they ask for--because, much of the time, they won't. Instead, I guarantee that I will always listen to every genuine, non-abusive, non-coercive request, and give each idea and suggestion a fair shake. My players are clever people (they've made me sweat more than once, worried I was making too-predictable a story), but they're also kind, and I do my best to reciprocate that. Whenever possible, I will work to find the things the player actually values about the proposals they make, and work those values into the game. They may take unexpected forms, or require perspective adjustment, or be re-articulated. But if there's any way I can implement those valued things without me needing to give up the things I value that I've brought to the table, I will pursue it.

And since it seems to be a particular bugaboo for you: Yes, I consider "constantly trying to re-negotiate until they get everything they asked for and nothing else" a form of coercive request. It's coercive by way of bad-faith argument, pretending to accept compromise while actually manipulating people, and that's not okay. I really will enforce this "non-abusive, non-coercive" standard, and really have put my foot down when a player moved in that direction. 99% of the time, I don't have to do that though, because (as noted) my players are both clever and kind, so I don't need to tell them not to be abusive or coercive, they just...don't choose to make requests of that nature.

C.S. Lewis said it best. "Every good writer knows that the more unusual the scenes and events of his story are, the slighter, more ordinary, the more typical his persons should be. Hence Gulliver is a commonplace little man and Alice is a commonplace little girl. If they had been more remarkable they would have wrecked their books. The Ancient Mariner himself is a very ordinary man. To tell how odd things struck odd people is to have an oddity too much; he who is to see strange sights must not himself be strange."
Though I respect Lewis a great deal--I quote him damn near daily to friends--I respectfully must disagree with him on this issue. He is taking a good argument too far. Sometimes, an odd person in an odd situation is exactly what is needed, because they're different kinds of oddity, and the clash (or consonance!) of the two may be vital to the message. The Adventures of Baron Munchausen is a distinctly odd tale about a distinctly odd man and his distinctly odd friends (or the lies, but who can really be sure?), and yet I LOVE it to death, it's one of my favorite films. The Journey to the West is a distinctly odd situation with no clearly "slight" or "ordinary" protagonist; even Tripitaka is far from an ordinary dude, being an exceptional monk, someone of a special bloodline, AND a true master of the texts from which he gets his byname (the Tripitaka being the core Buddhist scriptures). Superman and Batman are absolutely "odd" characters in "odd" situations, but I find them both very compelling when the author knows how to write them well. (Consider Superman: Red Son or Batman: the Animated Series).

Some tales, the whole point is the uncommon situation. Some, the whole point is an uncommon person. And some, an uncommon person in an uncommon situation is what makes it work.

No one should ask a player to justify their decision on a PC, so long as it fits within the allowed parameters, right? Should players be forced to justify all of their decisions to the DM and the rest of the table to see if they are "good enough"
Uh, well, not exactly? If it's an option presented in the rules to begin with, you need little to no justification. But if it isn't, if we're having to (re)invent something, then no, I am going to ask you to justify things to me. See my stuff about the Hutt example above; I legit don't see what the motive even might be, whereas I can at least see some motive for most of the others. I need to know what the motive is, what things the player values about the idea, before I can do the work on my end. If the player refuses to articulate that, or refuses to accept any possibility other than "no I have to play an ACTUAL Hutt from ACTUAL Nar Shadda, and they have to ACTUALLY have a spice-mining cartel," then I'm not going to give them the time of day--they haven't justified their character to me.

The diplomacy, compromise, discussion--it all swings both ways.

I already responded to the other point you quoted, @Jack Daniels so I hope that qualifies. Briefly, " 'compromise is necessary' =/= 'compromise will be reached,' because it's about being open to changing your mind, not about definitely always changing it."
 

This kind of points towards a point I've made earlier.

My campaign is also very human-centric in a swords & sorcery / Science Fantasy sort of way. There are fantastic creatures and cultures and entities out there, but most of them are alien and intended to be NPCs or monsters only.

So, if I let the flood gates open with regards to option selection, I put myself in an awkward situation where I have to think logically about my human centric settlements and consider how they would react to more monstrous races.

As DM, I'd rather not role-play entire settlements treating my players' characters as Frankenstein's monsters. I'd much rather just label such races as non-playable.

Perhaps certain races can be opened up as playable, if in game the players form alliances or treaties and establish diplomatic ties. The more obscure and monstrous races can remain off limits until they have been contacted and befriended through role-playing.
It's just my opinion but I think moving away from this mindset is exactly what makes games richer. It is hard to have a deep and engaging world that tries to maintain the conceit that intelligent and self aware races would just be considered monsters by others, and nothing more. Conflict due to cultural differences and competition make sense, but just having Orcs or whatever be viewed with distrust by default begs the question of why all such thinking sentient beings would be viewed that way in the first place. Once a reason exists, then exceptions are easy to understand. Eventually the exceptions may become the rule. That, in my opinion, begins to make for a much deeper experience where players cannot just assume it is ok for them to murder other sentient beings without any more cause than they are different.
 

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