As for fewer races remember GoT was basically human's only and lotr is 4 maybe 5?
Notice that there's no real epic work of fantasy with a massive amount of D&D races and the protagonists are usually human?
Sure it might be because we're humans ourselves but that also applies to game logic.
Even at 30 races that's kinda annoying let alone 100 odd.
I had 30 odd but in Midgard and then kind of narrowed it down to the starting region and surrounding areas.
1. And yet the universes that actually involve
gaming tend to have many more--and more distinctly non-human--races. WoW's Azeroth literally does have dozens of sapient races, and pushing a couple dozen playable ones now. TES's Nirn famously has two prominent "beastman" races. FFXIV has not-orcs, two flavors of cat-people, bunny-people, vaguely-dragony-people. Guild Wars' Tyria may have only five playable races, but several non-playable ones, and all of the non-human races are pretty strongly distinct (horned industrial bear-lion people, chonky various-animal were-goliaths, vaguely bat-eared football-headed gremlins, and vaguely elfin innocent plant-people). Mass Effect's Citadel Space has numerous sapient races, easily a dozen. Endless Legend is profuse with races. Divinity: Original Sin 2's Rivellon is fairly diverse. Dragon Age's Thedas and The Witcher's setting are some of the only ones I can think of that have a highly restricted set of sapient races.
2. None of this addresses the fact that it is
very unlikely that you'll "need" 30+ races in most games. Like, even if you've established a dozen races and SOMEHOW no one wants to play a single one of them, I do not buy that any but a very rare game is going to need even 20 races, let alone 30 unless
you decide to offer 30 (or whatever). I don't think I've ever played a game where there were even 20 typical playable races.
That depends on the DM. If the DM has created a world with all of its races and politics and interactions set, then dropping in a different race would be highly disruptive. He would have to create the world with every race detailed out in order avoid that issue. Though it's possible that a unique individual might not disrupt things.
A DM that has created a world where all such things are fixed is a DM that isn't actually interested in accepting player input. That's literally what I've been arguing, repeatedly: the DM that fixes so much of the world that the players can't ever touch or change or even question it.
Like, is this really a thing? Do DMs really
fix the "races and politics and interactions" so frequently? I thought the whole point was to
play to find out what happens. What's the point of being a player in something where the DM has pre-figured so much of the world? I honestly
don't feel like it would be hyperbolic to ask, "Ah, and is the DM setting the players' alignments and favorite colors, too?"
And, yes, one-offs should be perfectly acceptable, if a player is looking for something particular. Just as the DM should listen and consider, the player
must need to accept a spectrum of answers. If the player isn't satisfied, maybe it just doesn't work. If even a one-off is a problem for the DM, maybe it just doesn't work--but at least giving the player the time of day, letting them talk and
honestly considering the possible options--doesn't seem like it's this horrible offensive thing. It doesn't need to