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

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I mean, your position is so extreme that I honestly don't know if I could give you anything useful. You reject anything that isn't human or doesn't look human. So you will never compromise on any part of your position.
Nope. Why, do I need to in order for me to have fun, cause I don't.
Me? I tend to try and find a good compromise. I fit a lot of races into my world already, and sometimes a few magical accidents helps cover some of the rest of the ground.
Good for you!
But... I have also have rarely had a character brought to the table that I couldn't stand. And the only times that it did happen were with a player who was seeking to play something way outside of the power level of the game. And even then, I talked it out to the player, explained my side, explained how that concept was far too powerful for the game, and tried to find some common ground.
Why didn't you just let them play what they wanted? I mean, that's basically what I keep being told to do.
That's what I do. Talk to them, and try and compromise.
Good for you!
Right, and if you were a player with that attitude you'd be a "problem" or insisting on playing "to stereotype" or any number of other things people have called people on my side of the debate.
I keep being told I'm a big meanie because I want to run a game with only humans and don't want to allow non-humans in it.
But since you are a secial snowflake DM you get to be "strong" and playing a "deeply curated world, with culture and history."
What? I never said anything about being "strong" or having a "deeply curated world, with culture and history".
Same attitude, same uncompromising stance. But you get praised for it, because you have the title of Dungeon Master instead of being merely a lowly player.
What praise?!?!? Where is this praise coming from? Who is praising me? What the hell are you even talking about?
If someone playing an elf robs you of 100% of your fun, you're the one being a special snowflake, not the guy who wants to play a perfectly reasonable character option.
Why do you get to decide what a perfectly reasonable character option is for a game that I am running? Are you running my game? Oh no wait, I am!
And yes, if the player can't enjoy the game without playing exactly the character concept they want, regardless of the campaign, that is also unreasonable. They are both wildly unreasonable positions.
I disagree! I fully expect a player to not enjoy a game if they can't play exactly the character concept they wanted, I know I would! In fact, if I can't play the character I want to play I won't play!
 

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I will lose 100% of my fun if I have to run a game where there are rubber forehead aliens.
<snip>
Again, what is your solution for me not wanting to lose 100% of my fun?
Non-humans that are neither rubber forehead aliens nor simplistic caricatures? That's what I've been trying to say (evidently poorly). Instead of those two things, players giving their characters the full breadth of individual-personality and societal-culture elements that sapient beings can have, while still having physiological differences that matter and, thus, can influence their culture and outlook.

Dragonborn prisons have to be way tougher than ordinary prisons. Dragonborn don't (meaningfully) deal with pregnancy, so there's little need to develop a "protect the women" attitude, and wet-nursing is likely extremely common. Dragonborn develop physically and mentally faster than humans, but live about the same amount of time, so their perspective on age and maturity will differ slightly. Frex, the 12-to-16 "anime protagonist" age bracket actually makes sense for dragonborn. And this speed is found at all stages before adulthood: walking within days, looking and acting like a 3-year-old human after only one year, growth spurt before age 12, and being fully adult (physically and mentally) by 15. That's going to make the childhood years even more ephemeral and special for them than they are for us--and means they bounce back faster from disasters than humans do, since a generation is ~15 years for them, rather than the ~20 it is for us. (A dragonborn could realistically have great-grandchildren by age 45.) Dragonborn have a higher-protein diet and heal (and, apparently, put on muscle) faster than humans.

Obviously, I've thought a lot more about this than I have about other races because, as I've said repeatedly, I'm a huge fan of dragonborn. But I'm dead certain nearly every race will have stuff like this. These things then build into the kinds of words and metaphors a character might use, their attitudes toward sex and child-rearing, their preferred foods, etc. Further, this is all without getting into speculative stuff like, "given their breath weapons, do dragonborn have less tongue sensitivity? If so, their food may be notoriously spicy/intense to compensate," or "given their higher need for protein, do dragonborn need more ranching space, or do they supplement meat with other protein sources like fungi, milk/cheese, spirulina-like algae, beans, etc.?"

I think long and hard about these kinds of questions, because doing so helps me make a character that ISN'T just a cartoonish stereotype. A character that has reasons for being the kind of person he is, that has believable and fleshed-out motives, that can respond in a natural-feeling yet not strictly human way because I've done the work to know what kinds of responses would be natural. I think about these things as a player because doing so empowers my ability to play a fleshed-out person, not just a stereotype. If dragonborn food is spicy, then a dragonborn character that cooks for his party-mates may err in cooking and make stuff too spicy for his fellows. If dragonborn childhood is seen as ephemeral, a dragonborn bard may wax poetic about the "snow" of youth rather than the "flower"--something that vanishes even more quickly. Etc.
 

My idea was vertical shaft cells in sandstone, circular to avoid typical "wall jumping" shenanigans. Bottom of the entrance door is (say) 20' above the floor, maybe with a skylight at the top. Using your breath attack straight up is likely to cause blowback, and can't get high enough to hit the cell door anyway. Meals are dropped in from above. Prisoners on good behavior may be allowed to use more ordinary (but still sandstone-walled) cells. A maximum-security prisons might require masks like you suggest; I hadn't considered such a device, but it would make sense.
Some version on turnstile, dumbwaiter, airlock, etc. could work too. Basically your looking to create a space like the drop area for a vending machine, where opening an exterior door closes an interior door and vice versa.
 

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I just make this process for my players way easier by making them play humans, then they don't need to bother thinking about all this make-believe stuff and concentrate on playing the game. Their reactions to things will be naturally occurring and without thought because they are human.

Also, you completely missed the point of the post you quoted.
 

I just make this process for my players way easier by making them play humans, then they don't need to bother thinking about all this make-believe stuff and concentrate on playing the game. Their reactions to things will be naturally occurring and without thought because they are human.

Also, you completely missed the point of the post you quoted.
Then I don't get what you were asking for. You asked for non-rubber-forehead-aliens. So I said: don't use them. Nor boring stereotypes. BUILD stuff that's serious and realistic, whether as players or as DMs.
 

Then I don't get what you were asking for. You asked for non-rubber-forehead-aliens. So I said: don't use them. Nor boring stereotypes. BUILD stuff that's serious and realistic, whether as players or as DMs.
His point wasn't rubber headed aliens. His point was, what if both the DM and player will have their fun ruined all the way by a specific race being included/excluded. How can there be compromise at that point?
 


The answer is...

A) There can't be!
B) There won't be!
C) There never will be!
D) Kender!
It doesn't even have to be that extreme. If a player lost out on even 10% of his fun, I'd want him to leave so that he is able to get 100% somewhere else. I'd feel really bad for him if he played and was only at 90%. The same goes for the DM. It's equally unacceptable for him to be playing at 90% enjoyment.
 

It doesn't even have to be that extreme. If a player lost out on even 10% of his fun, I'd want him to leave so that he is able to get 100% somewhere else. I'd feel really bad for him if he played and was only at 90%. The same goes for the DM. It's equally unacceptable for him to be playing at 90% enjoyment.
100% Agree!!!
 


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