You sound a lot like one of the other GMs in my group. We've been playtesting a sci-fi setting that he created, where he's clearly put a great deal of time and thought into all this stuff and the cultures are deeply fleshed out. And the non-human characters range from near-human to super non-human. I can tell he loves thinking of these implications and is excited to be presenting such distinct and coherent cultures to us.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.
I like reading about these cultures, but when it comes to actually making a character, I run into a bit of a roadblock. I find it difficult sometimes to find the space to make an individual in such a pre-detailed culture. And in addition, suddenly I have to worry about playing my character wrong--to use your example, if I accidentally made a Dragonborn talk about the flower of youth, that would now be wrong because the correct term is snow. I keep hoping that if I get more familiar with the cultures, I'll internalize this stuff and it will get easier, but so far it's been an on-and-off struggle.
To summarize, I think this can be chalked up to the different things people find easy and/or exciting, and all we can do is remember that not every approach is going to work for every player.
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