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

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It's interesting how times change.

In the 90s we ran a lot of games in which there was prejudice against Orcs and the like but that was subverted. For example, the village might hire the PCs to kill some Orcs who they said were raiding them, but then they would discover that actually it was the villagers who were at fault. The Scarred lands setting by White wolf was one example where you could see (if you were actually paying attention anyway) that the attitudes toward monster races by people in the setting were somewhat questionable. Even in some TSR products it was there. The hordelands setting had some goblins that had basically become Buddhists and the unpublished Greyhawk document Ivid the Undying had some Orc mercenaries that had got tired of fighting and taken up farming.

Nowadays there seems to be a deep suspicion by some of even the idea of prejudice in a fantasy society.
Agreed. That's another reason why I prefer to have human only campaigns. Instead of fending off the raiding orcs, it's fending off the raiding humans. Instead of the evil goblins raiding caravans, it's evil humans. The terrible evil lurking in the mountains isn't a tribe of hobgoblins, it's a tribe of humans. The scary people of the swamps aren't bugbears, they're humans.
 

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You think that's gonna stop me? Ha!

Note that I was talking about spectral class not "color". Color is a term of perception, and so is subjective to how one's eyes are constructed.

Everybody will think of their native sun as "yellow" - as their visual apparatus (if any) will be keyed to the output of their star - "yellow" is merely a word for "roughly middle of the spectrum your eyes can see, where much of my visual apparatus is designed to pick up". If Elminster is telling you a planet has a yellow sun, it really means, "a sun much like my own".

Since Elminster hasn't been to Krypton, we don't know what color he thinks their sun is.

And, if that fails you, again, Kryptonians are also vulnerable to magic, and every D&D world is soaking in it.
For some reason I envisioned a guy doing cartwheels while saying this as I read it. My imagination is messed up. I'm going to bed.
 

The whole working things down to what the player actually wants thing is what I do too. I just do it so the end result is they play a human that meets their needs. If they really have to play an actual Hutt, then I'm also with you in that it's simply a no go.
Okay but like...honest question, why does it have to always be a human? That seems like a pretty narrow line to draw: every player must fundamentally play the same thing. That doesn't sound like openness to changing your mind at all; it sounds like "play what I've told you to play," if I'm being honest. I fear I can't recall your specific reason for not permitting non-human races, so perhaps I'm missing something there.

But there are limits. That, I think, is all I'm really trying to establish here. There's a line somewhere that no player's desire could tug-of-war you across despite every good faith intention to meet them in the middle in your negotiations, and for you that line lives somewhere in the vicinity of "the player wants to play something that would be abusive, coercive, disruptive, unfair, impractical, etc."
Well, alright. I had said that before, but perhaps it could not be grokked without being closely examined. I refuse to be a doormat, but think I have a duty to be a diplomat. I am, after all, the one who has to pitch a faraway land for visitation!

My line lives closer to the mark of "the setting lore is preestablished and therefore inviolate." My point is simply this: we can't judge someone based on where their red line is, it's subjective, it's preferential, it's highly variable, and one DM drawing a tighter circle than another around the nebula of acceptability for a campaign's character options doesn't make that DM bad, tyrannical, a Viking Hat, etc. (I don't think you've gone there personally, but others in this thread definitely have.) Neither do I think that a DM who's more flexible than I am is bad, a pushover, too permissive, etc. All I've maintained is, "not in the games I'm running and playing in."
I guess I'm just really skeptical of this "the setting is inviolate" concept. Like, there's elements I'm not going to budge on for my setting, but not anything at the level of specificity that would prevent this sort of thing. It's stuff like "evil cults don't operate in the open" or "this world hasn't entered the Industrial Era." A lot of the world is unknown to the people living in the area the players do. That's part of why there's wonder and mystery; you truly DON'T know who might be wandering the markets of Al-Rakkah. It could be someone from an obscure distant plane, selling displacer beasts. It could be someone from one of the Ten Thousand Isles of the Sapphire Sea. It could be someone from a land as far away from Yuxia as Yuxia is from Al-Rakkah (think "separated by the Pacific Ocean"). Al-Rakkah is the trading capital of its region if not its continent, and by far the largest single city for thousands of miles in any direction (roughly a quarter to half a million people, roughly the size of medieval Cairo at its height); it is a bustling port of call for both mortal-world and interplanar travellers; etc.

If the setting is so inviolate and already-defined, what place is there for the players to do anything about it? If there is no "beyond the horizon," there are only finitely many surprises to be had, after which the world runs a risk of going "stale," so to speak. With a world intentionally left not-fully-defined, it is always possible for new surprises to appear, but not required that they do. More importantly, it's always possible for me to be surprised, which is a delight.

Okay. Well said!
Thank you, I appreciate that.

Er...yes? o_O Are you saying that my players are having "badwrongfun" because they enjoy a more humancentric, classical, 'medieval' feeling to the world? Huh...ok. To each their own I guess.
It's not the player behavior that bothers me. It's you outright talking to other players, rather than the one who chose to play a non-human character, purely because they played non-human characters--and then referring to this as a "problem" and implying that the problem player either chooses the response you actually want them to have (playing humans) or leaves the game.

It may or may not be something you're aware of, but being treated this way is one of the most harmful day-in/day-out kinds of discriminatory treatment a person can receive: essentially being un-personed by the people they interact with. I haven't had to endure much of this myself, as my non-normative characteristics aren't visible to the naked eye. But I have both good friends and past acquaintances who are PoC, cis female, trans in general, autism spectrum, etc. who have had to live a life being treated this way. Having it show up in their gaming would be incredibly hurtful. Treating this as though it is completely innocent or even a "problem-solving" behavior is disheartening, maybe even mildly distressing.

It just comes across as very disrespectful of what your players actually like. You openly state that people do a thing mostly because they think it's cool. And then you engage in a behavior that straight-up tells them, "The things you think are cool are garbage. Like better things," just by actions rather than words. That's...well, as I said, disheartening.

That's not to say they always play Humans. They play lots of the other races...even the ones that get the 'stink eye' from most of the humans in the world. This, believe it or not, leads to a lot of fun and interesting roleplaying. The expectations of walking into a human town (most are) when you are a dwarf provides a VERY distinct feeling for the player and the other players (and me) at the table. The Dwarf would be treated as a 'stereotypical' Dwarf (likes dirt, loves to mine, fascination with hard labour and gold/precocious metals, ale and beer, etc).
Honest question: Why is that the only possible stereotype? Surely it is possible for dwarves to not always have 100% exactly the same stereotypes from other groups in every setting. Or for there to be distinct groups of dwarves who have different outsider-view stereotypes.

Beyond that, though, have you considered looking at any of the real-world cultures where this would have been unusual? I mentioned earlier in the thread that one of the main inspirations for my game is Al-Andalus, what the medieval English often called "Moorish Spain." Al-Andalus was a beacon of both enlightenment and tolerance, where you had North and (to a lesser extent) Sub-Saharan Africans living right alongside northern Europeans and outright Arabs, where a cathedral might be built next to a mosque and would give the Roman Catholic Mass in Arabic, where Jews were not persecuted but welcomed as brothers under the God of Abraham, and where numerous ancient Greek texts on mathematics, science, and philosophy were re-translated into European languages because they had been lost to Europe but preserved by Arabic scholars in Asia Minor and the Levant. A center of learning, trade, and cultural acceptance, Al-Andalus is exactly the kind of place where people DID look past major differences in order to find major similarities.

What I'm saying is: stereotypes generally exist in areas where well-entrenched but highly distinct cultures have contact (such as Roman stereotypes of Greeks and vice-versa). But we have well-documented examples of strong cultural blending centered smack in the middle of the Medieval Period, with Christians doing beautiful Arabic calligraphy and Muslims borrowing Roman construction techniques, etc. Under such circumstances, stereotypes become more about which cultural in-groups you belong to--and these are much more likely to be diverse things, which (in my experience) encourages thinking about why the character belongs to that cultural in-group rather than a different one.
For me, when I've played in other DM's worlds where the DM just had blanket "every race never judges other races", ALL of the NPC's of non-human races come across as...well... "humans in funny suits". Nothing distinguishes them. There is, literally, nothing that gives me (or the other Players/DM) any 'roleplaying meat' to bite into. If everyone accepts everyone without question, bias, judgement, preference, favouritism, etc...then everyone encountered might as we just have "Whatever" listed as several locations on the character sheet. At least, IMHO.
It sounds to me like these DMs have made the mistake of failing to actually create any cultural groups at all, which is very much distinct from mutual acceptance between "mostly human-like" and "variably less human-like" physiology. In fact, this sounds (to me) like the DM making the mistake of using race as a shorthand for culture, creating a world that is simply a Planet of Hats. In Jewel of the Desert, I have gone out of my way to demonstrate that there are numerous different internal divisions of Tarrakhunan culture, but that these have little to nothing to do with race proper. (Not absolutely nothing, e.g. orcs are somewhat more common among the Nomad Tribes rather than the city-folk, but orcs are FAR from uncommon in the cities.) Instead, they have to do with things like religion (the common folk, the Safiqi priesthood, the Kahina druids/shamans, the evil Raven-Shadow cult, etc.), occupation (the hunters of the wastes, the Rawuna storytellers, the Waziri mages, the military, the merchant class), or tribe/clan/etc. (the Nomad Tribes vs. the city-folk vs. ordinary foreigners vs. Jinnistani genies, mostly).

I have specifically made the effort to demonstrate that these different groups have sometimes very different values, behaviors, or perspectives--and that sometimes these differences lead to conflict. Yet it would be seen as silly to call the Nomad Tribes "barbarians," because they share the same fundamental culture, they're just nomadic rather than settled. It would be ridiculous to say that the Safiqi are "real" Tarrakhunans while the Kahina are not, or vice-versa. And it would be nothing short of baffling to assert that a dragonborn Kahina should be more like a dragonborn Safiqi than a human Kahina--their race is vanishingly small in comparison to their religious and social differences.

Planet-of-Hats-itis is a problem. But it's not a problem because it contains things that aren't humans. It's a problem because it resorts to lazy shorthands (stereotypes) rather than doing the work of cultural, social, and personality development. DMs can be just as prone to it as players, and mandating that everyone play humans does not mean that people won't resort to stereotypes. They'll just be (slightly) different sets of stereotypes, if the player or DM isn't willing to do the work. Having people willing to do the work is what actually fixes the problem.
 

Religion AND ANTI-inclusive content? You didn’t think that through.
Hiya!
No, I guess I just wonder why people insist on using racial prejudice as the 'go-to" prejudice in their oh-so authentic medieval pastiche, when the chief prejudice of the historical middle ages was religious and cultural. If you want to go authentic, it'd be better to have the elven bishop, the dragonborn templar knight, the halfling pilgrim and the gnome nun go on adventures together than a more traditional D&D party consisting of humans who all worship different gods and follow different cultural traditions.
Well, it's been working for me and my groups since 1980...so I think I'll stick to my, uh, "go-to racial prejudice". LOL!

When I DM, I'm not trying to be super "historically accurate"...if I want to do that, I'll whip out all my Harn and Harnmaster stuff...MUCH more 'authentic'. What I like and what my group likes, is the "illusion if westernized medieval society". You know...pretty much what D&D was built around... dragons, knights, thieves skulking in the night, kings and queens using their armies as pawns in various power struggles, damsels in distress, and, of course, all the poor common folk who get the short end of the stick.

Oh, and yeah, "cultural" (re: primitive savages [Neanderthals, Cro-Magnon, 'cave-men', etc], barbarians, rural folk, city folk, primarily) differences are very much a 'thing' in the overall campaigns I run. The religious stuff...not quite so much, as, well, in D&D gods actually exist...and there are multiple ones at that. Monotheistic religions with no proof of their deity is what leads to all the ill's we see in our own, real history. With polytheistic religions, the people in them know there are multiple gods...so if they have multiple gods, who's to say that traveller from across the seas also don't have multiple gods? The more the merrier, right? But toss in monotheistic religions...well, NOW we have some conflict. To the monotheistic religions, it's "my god ONLY!", and the very notion of someone from another land having a different god or gods is anathema to their entire religion. I have used this several times throughout the decades. In one of my Greyhawk games, the Scarlet Brotherhood ended up becoming a monotheistic power house, with their claim that all the 'gods' were just powerful monsters, but not the REAL one and only True God. Lots of conflict and political machinations there! :)

^_^

Paul L. Ming
 

Agreed. That's another reason why I prefer to have human only campaigns. Instead of fending off the raiding orcs, it's fending off the raiding humans. Instead of the evil goblins raiding caravans, it's evil humans. The terrible evil lurking in the mountains isn't a tribe of hobgoblins, it's a tribe of humans. The scary people of the swamps aren't bugbears, they're humans.
What about a terrible evil that is just...a variety of people? That's what I have. The Raven-Shadows are as diverse as the Safiqi priesthood whom they broke away from, long ago. The Shadow Druids (no relation, indeed no love is lost between the two groups) are carefully recruited from the population of regular Kahina, so they have no reason to be any less physiologically diverse. The Cult of the Burning Eye is older than formal human civilization, so it of necessity is not human or non-human but both and neither. And the gang run by the black dragon trying to take over the city? It couldn't possibly care less what race you are, it just wants footsoldiers in an underground war of control over money and infrastructure.

Humans can be evil. Non-humans can be good. Only those who have some clear reason to be Always Evil are so. Like the immortal supernatural beings who fought an infinitely long war of ideology for the right to force mortals to obey The Plan. Or the disturbing abominations from beyond the stars that choose to eat the brains of sapient beings in order to feed themselves. Or the hollow shades of once-living men and women, that consume the blood and life of the living in order to delay Death's embrace for ever-shrinking periods. These are Always Evil because, if they chose differently, they couldn't be the things they are. And they definitely aren't player-character material (being "devils," "mind flayers," and "vampires" specifically, though no vampires have yet appeared in the game.)

Neither the players nor I can be lazy. We can't presume that a dragonborn is a good guy or an orc is a bad guy. It's only things that are blatantly one thing or another--something so far beyond the pale that there's no going back--that you can respond with "kill it!" and not be an awful person. And even the "bad guys" often have a great deal of nuance! The Raven-Shadows are a literal murder cult, who find transcendence in the moment of a person unexpectedly facing Death. Yet they have also defended the mortal world from HORRIBLE nightmarish things that would have loved to infiltrate and destroy mortal-kind. The black dragon gang's low-level members are often just poor folk struggling to make ends meet, who get an amazingly generous offer at just the right time, and don't realize the error of their ways until far too late. The Shadow Druids--those who haven't been absorbed into the fungal hive-mind, anyway--are disgruntled, disaffected folk who pine for an age that was brutal but in which the Kahina were the succor and guide of mortal-kind. Only the Burning Eye cultists aren't nuanced, and that's just because I chose to make them (essentially) Cthulhu worshippers who throw themselves into blood frenzies; the rank-and-file aren't so much evil as truly insane, with only the thinnest veneer of sanity keeping them from being discovered.

Even "always evil" can be nuanced. My devils aren't like ordinary ones. Frex, D&D devils are lying, cheating, swindling, rules-lawyer idiots who embrace their reputation for conniving lies. Mine know that a rep of cheating/lying costs you business, so they're hella scrupulous...with business. Further, each devil WANTS every contract completed. Contract failure is failure, with a lame consolation prize (a mortal soul). And devils don't give blatantly offensive contracts. They're almost always tailored to the signer, so they'll want to complete it. (E.g., assassination contract to kill wicked devil-worshippers that have killed children.) Outright repulsive contracts are colossally stupid, and thus always avoided. This is smart, effective evil, not Dick Dastardly losing the race because he can't bear to win fairly.
 


Okay but like...honest question, why does it have to always be a human? That seems like a pretty narrow line to draw: every player must fundamentally play the same thing. That doesn't sound like openness to changing your mind at all; it sounds like "play what I've told you to play," if I'm being honest. I fear I can't recall your specific reason for not permitting non-human races, so perhaps I'm missing something there.


Well, alright. I had said that before, but perhaps it could not be grokked without being closely examined. I refuse to be a doormat, but think I have a duty to be a diplomat. I am, after all, the one who has to pitch a faraway land for visitation!


I guess I'm just really skeptical of this "the setting is inviolate" concept. Like, there's elements I'm not going to budge on for my setting, but not anything at the level of specificity that would prevent this sort of thing. It's stuff like "evil cults don't operate in the open" or "this world hasn't entered the Industrial Era." A lot of the world is unknown to the people living in the area the players do. That's part of why there's wonder and mystery; you truly DON'T know who might be wandering the markets of Al-Rakkah. It could be someone from an obscure distant plane, selling displacer beasts. It could be someone from one of the Ten Thousand Isles of the Sapphire Sea. It could be someone from a land as far away from Yuxia as Yuxia is from Al-Rakkah (think "separated by the Pacific Ocean"). Al-Rakkah is the trading capital of its region if not its continent, and by far the largest single city for thousands of miles in any direction (roughly a quarter to half a million people, roughly the size of medieval Cairo at its height); it is a bustling port of call for both mortal-world and interplanar travellers; etc.

If the setting is so inviolate and already-defined, what place is there for the players to do anything about it? If there is no "beyond the horizon," there are only finitely many surprises to be had, after which the world runs a risk of going "stale," so to speak. With a world intentionally left not-fully-defined, it is always possible for new surprises to appear, but not required that they do. More importantly, it's always possible for me to be surprised, which is a delight.


Thank you, I appreciate that.


It's not the player behavior that bothers me. It's you outright talking to other players, rather than the one who chose to play a non-human character, purely because they played non-human characters--and then referring to this as a "problem" and implying that the problem player either chooses the response you actually want them to have (playing humans) or leaves the game.

It may or may not be something you're aware of, but being treated this way is one of the most harmful day-in/day-out kinds of discriminatory treatment a person can receive: essentially being un-personed by the people they interact with. I haven't had to endure much of this myself, as my non-normative characteristics aren't visible to the naked eye. But I have both good friends and past acquaintances who are PoC, cis female, trans in general, autism spectrum, etc. who have had to live a life being treated this way. Having it show up in their gaming would be incredibly hurtful. Treating this as though it is completely innocent or even a "problem-solving" behavior is disheartening, maybe even mildly distressing.

It just comes across as very disrespectful of what your players actually like. You openly state that people do a thing mostly because they think it's cool. And then you engage in a behavior that straight-up tells them, "The things you think are cool are garbage. Like better things," just by actions rather than words. That's...well, as I said, disheartening.


Honest question: Why is that the only possible stereotype? Surely it is possible for dwarves to not always have 100% exactly the same stereotypes from other groups in every setting. Or for there to be distinct groups of dwarves who have different outsider-view stereotypes.

Beyond that, though, have you considered looking at any of the real-world cultures where this would have been unusual? I mentioned earlier in the thread that one of the main inspirations for my game is Al-Andalus, what the medieval English often called "Moorish Spain." Al-Andalus was a beacon of both enlightenment and tolerance, where you had North and (to a lesser extent) Sub-Saharan Africans living right alongside northern Europeans and outright Arabs, where a cathedral might be built next to a mosque and would give the Roman Catholic Mass in Arabic, where Jews were not persecuted but welcomed as brothers under the God of Abraham, and where numerous ancient Greek texts on mathematics, science, and philosophy were re-translated into European languages because they had been lost to Europe but preserved by Arabic scholars in Asia Minor and the Levant. A center of learning, trade, and cultural acceptance, Al-Andalus is exactly the kind of place where people DID look past major differences in order to find major similarities.

What I'm saying is: stereotypes generally exist in areas where well-entrenched but highly distinct cultures have contact (such as Roman stereotypes of Greeks and vice-versa). But we have well-documented examples of strong cultural blending centered smack in the middle of the Medieval Period, with Christians doing beautiful Arabic calligraphy and Muslims borrowing Roman construction techniques, etc. Under such circumstances, stereotypes become more about which cultural in-groups you belong to--and these are much more likely to be diverse things, which (in my experience) encourages thinking about why the character belongs to that cultural in-group rather than a different one.

It sounds to me like these DMs have made the mistake of failing to actually create any cultural groups at all, which is very much distinct from mutual acceptance between "mostly human-like" and "variably less human-like" physiology. In fact, this sounds (to me) like the DM making the mistake of using race as a shorthand for culture, creating a world that is simply a Planet of Hats. In Jewel of the Desert, I have gone out of my way to demonstrate that there are numerous different internal divisions of Tarrakhunan culture, but that these have little to nothing to do with race proper. (Not absolutely nothing, e.g. orcs are somewhat more common among the Nomad Tribes rather than the city-folk, but orcs are FAR from uncommon in the cities.) Instead, they have to do with things like religion (the common folk, the Safiqi priesthood, the Kahina druids/shamans, the evil Raven-Shadow cult, etc.), occupation (the hunters of the wastes, the Rawuna storytellers, the Waziri mages, the military, the merchant class), or tribe/clan/etc. (the Nomad Tribes vs. the city-folk vs. ordinary foreigners vs. Jinnistani genies, mostly).

I have specifically made the effort to demonstrate that these different groups have sometimes very different values, behaviors, or perspectives--and that sometimes these differences lead to conflict. Yet it would be seen as silly to call the Nomad Tribes "barbarians," because they share the same fundamental culture, they're just nomadic rather than settled. It would be ridiculous to say that the Safiqi are "real" Tarrakhunans while the Kahina are not, or vice-versa. And it would be nothing short of baffling to assert that a dragonborn Kahina should be more like a dragonborn Safiqi than a human Kahina--their race is vanishingly small in comparison to their religious and social differences.

Planet-of-Hats-itis is a problem. But it's not a problem because it contains things that aren't humans. It's a problem because it resorts to lazy shorthands (stereotypes) rather than doing the work of cultural, social, and personality development. DMs can be just as prone to it as players, and mandating that everyone play humans does not mean that people won't resort to stereotypes. They'll just be (slightly) different sets of stereotypes, if the player or DM isn't willing to do the work. Having people willing to do the work is what actually fixes the problem.

I'm playing Al Andalusia in EUIV;)

Put yeah you might want to stop cherry picking thing as that state was a slave state founded via invasion and directly involved in the Barbary states trans Saharan slave trade.
 

Another thing I am seeing in these thread is the "sameyness" of themes.

It's always

  1. Kitchen sinks
  2. LotR clones
  3. Human centered
  4. Real World History with countries painted by races

DMs in this thread have been suggesting the same 4 family of ideas over and over.

Could the problem be that since the Player Base is bigger than the DM base, the player's preferences to uncommon racial grouping are more represented?

I get (dwarf, elf, halfling, human ) as common is traditional.

But why are every DM using it? Specially since they can change it. It's not for player familiarity as DMs can make whatever setting they want.
 

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."
Partly because D&D was designed as a kitchen sink game that has specific tropes that flow from the rules and mechanics you have chosen to use.

One of those tropes is an utterly ludicrous range of power and ability allowed, especially for the spellcasters. Another of those is the lack of consequence that characters take from injury - it's a power fantasy game. (No, this isn't about days to recover hit points - it's about how little mechanical impact losing character hit points while you have one remaining actually has).

Honestly with the power of D&D wizards I find it harder to believe that things like Tabaxi and Warforged don't exist in a lot of settings than that they do.
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?
First D&D has level mechanics. If the concept can be made to fit the level then sure, why not. If the Saiyan has some excuse to be about the power of a barbarian or monk of about the same level then yes, sure. Mecha pilot isn't a problem - you don't get the mech for free. Instead you're a stranger in a strange land, and your mech is out of fuel and was taken by people with X heraldry. It's now in someone else's possession as a trophy and you want it back - and the three minutes of fuel it has may not sound like a lot, but you know how to make it count if you can get there. Astromech droids assuming they can talk - I see no problem. Knowing what's beyond the stars won't do a lot for you for a long time. (And the Kryptonian - it depends what about a Kryptonian the player wants; hit them with gold kryptonite and there's no problem at all; if it's the power then this comes clearly under the "don't take the piss" rule).

Then we get to the trickier ones. Decepticons - we've got the Evil PC issue. You're also going to have to be one of the little ones to be on the right scale. Hutts, and especially sentient swords, have locomotion problems. Tell me how you plan to make them work?

But all of this in my experience is strawmen. I've literally never seen anyone ask for anything like anything on your list except the guy who wandered through a portal and ended up on this weird world.

As for player B? It depends why he doesn't like player A's idea. Most good reasons I've seen are entirely on a different axis - many people don't want sex in their games, and some players like playing racist or classist stereotypes. I've never seen or even heard of a player disliking another character's concept just for being weird.
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."
C. S. Lewis was, as normal, talking out of his hat. Gulliver's Travels and Alice in Wonderland are about a specific type of travellog story where the world is front and center. But I'd hardly describe e.g. Granny Weatherwax as ordinary or typical, or the Discworld as ordinary. Other examples have been listed.
Eberron is what PHB plus 4 more?
It depends how you count. Eberron I think introduced four, of which the Warforged are a breakout success and heading towards core race popularity whenever they are in official material, people like playing Changelings for a range of reasons, shifters have a strong niche but I don't think any stronger in Eberron than outside. And the other two of the five, the Kalashtar (and the Inspired) both are in the same "few like them" niche of just about every other psionic race.

But then there are other cases. Drow aren't a PHB race, but the drow of Xen'drik are relatively prominent Eberron. "If it's in D&D it has a place in Eberron"
You can add more but the spotlight is on those new ones.
Other than the warforged the spotlight is almost entirely on the old races, for which Eberron adds its own twists. The psionic ones no one cares about IME and shifters and possibly changelings are good additions to D&D (changelings may be a little OP)
 


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