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

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I see your food analogy and raise you one: Pizza places.

Your typical pizza joint has a fair number of pre-made selections: supreme, meat-lovers, veggie, Hawaiian, chicken, etc. They also give you a full list of ingredients to create your own pizzas as well as modify their existing ones. You have options that satisfy nearly every taste, diet, or appetite for pizza.

Likewise, there is a local chain in my area that makes DIY stir-fry. Pick from a bunch of different meats (from chicken, pork, or beef to shrimp, fajita chicken or sausage), load up veggies, pour on one (or more) of a dozen sauces from mild to burning hot, and even add spices to taste. They recommend going simple, but they really don't care and will cook anything you bring them as long as it fits in your bowl.

D&D has always been like a good buffet or DIY restaurant. You might not want, or like, everything on said menu, but the menu isn't all for you. It's for you, me, and everyone else who might have wandered in hungry. It won't satisfy someone in the mood for truffles, but if you came in expecting stir-fry or pizza, you are going to get what you want.

Options allow you to get what you want and me to get what I want.
Remathilis, I completely agree. I did say earlier, I have never limited my D&D campaign. Anything goes. I sympathize with those offering restrictions though. So, to keep to your food analogy:
The best pizza in the US is Michael's in Long Beach. The chef is incredible. Beyond fresh dough. Sauce made only by him. Ingredients that are simple. And he doesn't cater to any fad. He offers the best of the best. Anyone I have ever brought there recognizes this pizza as being something extraordinary.
That said, my wife is a Chicagoan through and through. I took her there, and she was like, meh? But, she still recognized how detailed and incredible and fresh and good this place was. But, it didn't offer deep dish or load their pizza with Italian sausage, so to her it was okay. But she recognized the greatness. That is one difference.
The other pizza difference, that everyone seems to forget and is probably the most important: pizza places limit your toppings. I have never seen mango as a topping. I have never seen Brussel sprouts. I have never seen gizzards or hearts. I have never seen a hundred types of fish. So they do limit - because the theme is - pizza. D&D is a theme. The theme is created by the DM. Players have input.
 

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Now, @Zardnaar, I have to admit, I find that argument fairly persuasive. I have "THIS" setting. Can we PLEASE PLAY this setting?
Hussar, this is what every person on the DM side has been saying since page 1 of this thread. The only difference is they didn't say please. They said, "Here is my world, I'd like for you to play. I think we'll have fun." It has always been about the DM's world. Their creation.
 


The other data we have suggests against this, if simply the other thread going on showing the declining number of dwarves has dragonborn at pretty good numbers throughout

Everyone agrees that Dragonborn are the weakest race in the game. If folks were chosing for stats and mechanical advantage, either Dragonborn associated classes would need to be much higher than anything else, or... People just like the aesthetic. Paladins are up, sure, but not 'everyone is rolling dragonborn pallies' big. But... Dragonborn are the third most rolled race after humans and half elf at the moment. V-humans and HElves we can certainly say are mechanically superior and it could be flavor, or it could be strength, but Dragonborn?

Folks just wanna play as dragon people. That's all it is.
Don't the stats suggest that fighters are the main class? If so, dragonborn look pretty decent, especially to a novice's eye. And human is still the top race. Humans are good, no doubt.

But, I said this earlier, I do not think we have a real handle on these stats because we do not know why or how they are being created. If I am a DM and I create five NPC fighters, I just skewed the results. Especially if I made them human. In fact, any DM using the tool for their world, be it NPC's, bad guys, or random player handouts (game night at a game store or convention) skews these results quite a bit. If players test the system to see if they like the character builder, they may skew the system by creating a generic PC to see how it works or if it contains this modification.

My view can be argued. And I am open to it being wrong. But, it is the "number sense" that I feel when people quote these stats.
 

For an example that occurred to me in three seconds. Sure, let's say it is impossible. They have been dead a thousand years. Or, better yet, the six gods created an amnesia style spell over the land. So there are ruins of those gods, but no one knows what they mean. There is a basic god for each domain in the alignment wheel. They died so their creations (the races and realms) could live. No one knows.

There are the three second answers. The real question is, again, why does it matter? If a player insists that they can't have fun or their entire character revolves around a specific god that they were told does not exist, why are they being so insistent? That is the real question.
To be fair, the last player I had who made a cleric, not only didn't bother to name a deity, but couldn't actually name the setting we were playing in at the time. :( And even after being reminded of the setting, couldn't name any of the gods of the setting. IOW, the player hadn't given the slightest thought to engaging the setting in any way, shape or form.

So, yeah, I am sympathetic to the DM's side here. I really am. It's so frustrating to take the time to develop the campaign and then have players swan in, not bother learning anything, and then give you grief when you happen to nix their latest creation because it doesn't fit in the setting.

However, all that being said, where I have a lot less sympathy for DM's is when the player HAS done his or her due dilligence and has come to the table with a workable concept, even though it wasn't on the menu that the DM laid out, and gets shot down. The samurai in the Egyptian campaign, for example - after all, in D&D timeframes, there is at least one documented African Samurai in the court at Edo in Japan. If I've come to the table with a samurai in Egypt that part of the trade delegation that settled here a few years ago, my character grew up here, has contacts within the setting and is tied to the setting, then I'm a lot less willing to side with the DM here. The player has an idea, he or she has done the work so that the DM doesn't have to, and is honestly adding to the campaign, then, yeah, at that point, as a DM, perhaps compromising a bit is in order.

On a complete side note, I remember one student I had when I taught in Korea. He told me he was Mr. Kim of the Persian Kims. I raised an eyebrow and he explained that somewhere in the neighbourhood of the 13th century, Persian traders came to Korea. Some of the sailors stayed in Korea and took wives and became members of the family. So that, while Kim is an extremely common family name in Korea (of the 60 million or so people in South Korea, there are only about 400 family names), each Kim is different and has different history. Islamic traders had been visiting Korea since about the 5th century CE. The notion that you would never, ever, possibly see Asian people in Egypt is not very historical.
 

To be fair, the last player I had who made a cleric, not only didn't bother to name a deity, but couldn't actually name the setting we were playing in at the time. :( And even after being reminded of the setting, couldn't name any of the gods of the setting. IOW, the player hadn't given the slightest thought to engaging the setting in any way, shape or form.

So, yeah, I am sympathetic to the DM's side here. I really am. It's so frustrating to take the time to develop the campaign and then have players swan in, not bother learning anything, and then give you grief when you happen to nix their latest creation because it doesn't fit in the setting.

However, all that being said, where I have a lot less sympathy for DM's is when the player HAS done his or her due dilligence and has come to the table with a workable concept, even though it wasn't on the menu that the DM laid out, and gets shot down. The samurai in the Egyptian campaign, for example - after all, in D&D timeframes, there is at least one documented African Samurai in the court at Edo in Japan. If I've come to the table with a samurai in Egypt that part of the trade delegation that settled here a few years ago, my character grew up here, has contacts within the setting and is tied to the setting, then I'm a lot less willing to side with the DM here. The player has an idea, he or she has done the work so that the DM doesn't have to, and is honestly adding to the campaign, then, yeah, at that point, as a DM, perhaps compromising a bit is in order.

On a complete side note, I remember one student I had when I taught in Korea. He told me he was Mr. Kim of the Persian Kims. I raised an eyebrow and he explained that somewhere in the neighbourhood of the 13th century, Persian traders came to Korea. Some of the sailors stayed in Korea and took wives and became members of the family. So that, while Kim is an extremely common family name in Korea (of the 60 million or so people in South Korea, there are only about 400 family names), each Kim is different and has different history. Islamic traders had been visiting Korea since about the 5th century CE. The notion that you would never, ever, possibly see Asian people in Egypt is not very historical.

It's basically irrelevant if they can get there or not.

DM might just want a focused game on that area. Having PCs that are local to the area helps build up their attachments.

As I said I directly told them there's in game benefits. The viking wizard didn't get access to Nurian scrolls, wizard academies etc.

The Nurian druid was tied to the setting, had help tapping the leylines and had more contacts.
 

However, all that being said, where I have a lot less sympathy for DM's is when the player HAS done his or her due dilligence and has come to the table with a workable concept, even though it wasn't on the menu that the DM laid out, and gets shot down.
I agree. I think this can be resolved through proper communication prior to character creation. But, if it was not the case, you are absolutely correct. The DM should work with the player to let them use the deity that wasn't on the list. But, it still kind of questions the fact, if it was communicated ahead of time, why the player insists on using something not on the list? Why?
 

I agree. I think this can be resolved through proper communication prior to character creation. But, if it was not the case, you are absolutely correct. The DM should work with the player to let them use the deity that wasn't on the list. But, it still kind of questions the fact, if it was communicated ahead of time, why the player insists on using something not on the list? Why?

I had one that wanted a deity not on the list then wanted a domain said deity didn't grant. Despite having 3 deities that granted forge domain.
 

If they didn't have that expectation, they wouldn't bother to ask. They ask, because it's as common as dirt for there to be house rules. I also bolded the parts that indicate that the expectation of house rules is there. If there were no expectation of house rules, those would be "all" not "most."

Or, they might think that something might have changed, but know it could easily be nothing. But we are getting into far too much semantics at this point. The basic point remains the same. People go into the game expecting the game rules to largely be intact.

Takes no work whatsoever. I just say it didn't come from elves, because there are no elves. It then just becomes another type of wizard, just the same as Diviner or Evoker.

You realize the very first question is going to be "who" right? The moment the player wants to be a bladesinger and you change the origin of the class, they are going to want details.

And, if you just brush them off with an "it doesn't matter, it was someone." then... your world feels more shallow.

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I would hope they could figure something out, especially if the idea was really cool. But, a banned race, in my humble opinion, was put there for a reason by the DM. It is, after all, about everyone's enjoyment. But, hopefully, they could find a workaround.

We differ here. I have never heard a DM say it would ruin everything. What I hear is the internal logic of their world, the ability to suspend disbelief, the ability to DM without being annoyed somehow on a personal level, or the ability to let players overcome a challenge without a built in win button, deters the DM from allowing the race. I have seen a lot of DM's limit a lot of things. Sometimes I think it's nonsense. Others I can see it is a personal preference, and since the game is for everyone, I respect it. Other times I see the DM has spent a lot more time and effort than most, and certainly anyone of the players that have "a cool idea" on developing their world.

I would say it is never rude to ask. But if the DM explained the reason. And gave you a short lecture. Then you question again, and they give you a longer historical version. The player should drop it. It doesn't matter of they don't agree with the argument. The DM has their world. It suits their logic.

You seemed to miss the entire point of my example, but then it seems you sort of answer it by mistake anyways?

So, it is usually okay to ask, at least once more after the DM has explained the issue. And this is sort of what I was getting at. A lot of people have said "after the DM tells you the restriction, asking after that is rude.", which, since a lot of people also seem to be under the impression that the DM explains everything before the player can even think of a character idea, would mean it is never okay to ask.

But if a player can make their counter-case to the DM, then I feel like we are agreeing. That gets us to the point of a conversation. More than a single exchange of words. They don't get to the point of being considered rude unless they push it beyond a reasonable conversation. That is literally all anyone has been asking for.


For an example that occurred to me in three seconds. Sure, let's say it is impossible. They have been dead a thousand years. Or, better yet, the six gods created an amnesia style spell over the land. So there are ruins of those gods, but no one knows what they mean. There is a basic god for each domain in the alignment wheel. They died so their creations (the races and realms) could live. No one knows.

There are the three second answers. The real question is, again, why does it matter? If a player insists that they can't have fun or their entire character revolves around a specific god that they were told does not exist, why are they being so insistent? That is the real question.

Because sometimes it matters.

I had a character concept once that relied heavily on a Goddess. I had a Storm Sorcerer and I wanted his profession to be a big deal. A Jewler made the most sense to me, and I decided that a good fit was the idea that his power was obtained when he was young, living as a street urchin working for a gang, and he tried to steal a magical gem from a master jeweler. The Gem fused into his hand, and gave him his power. I then decided that The Jeweler found him the next morning, but instead of turning the kid over to the authorities, he took pity on the child and took him on as an apprentice. Since I wanted to have his profession be a big The Jeweler (and eventually my character) were also incredibly pious worshippers of Waukeen, and instilled in my character values from that religion. His life was so much better that he believed that the goddess must have taken pity on him and blessed him, so he resolved to be worthy of that blessing.

And so, as I wound this story, and figured out who this character was, having a Goddess of Wealth, and specifically Waukeen who had the dogma that fit really well into creating what I wanted to create, was very important to that character. I could have adjusted it, but having no diety of wealth, or making it only a foul demonic force? That would have ruined the character, because I wanted the fact that they were a merchant to be first and them being a sorcerer second.



No, the opposite is true. The idea that perfection is only achieved through many many options has to stop. Options are nice. They can be beneficial in a lot of things. But they can be detrimental too.

Ask any playboy who insists on having options by "playing the field" versus the person who is happily married to their one option. Ask the Michelin star chefs who choose to work with fewer (and generally their region's) ingredients instead versus chefs catering to a mass audience. Ask any player that has had a DM that decides to focus on narrow and specific themes/stories/areas/realms versus players that always live in the "cantina."

I am not saying either side is wrong. The playboy has fun. So does the husband. The Michelin chef has fun. So do the other chefs. And both sets of players have fun. But neither one is "wrong" in their approach.

If any person called their game "perfection" seriously, I'd laugh in their face. No one, not a single person, has claimed that their games are perfect because they have more options.

The only reasons I've seen for the game being "better" that way, is because of the idea of giving players the options to explore the boundaries. And yet, even here, you lay it out so that your way is superior.

A playboy who cheats on various women vs a happily married man
A chef with a "mass audience vs A Michelin Star chef (highest ranking in the world)
A DM who gives a wide variety of options vs A DM who focuses on a narrow set of options

Oh, everyone has fun either way, but if you had to pick one side... being the highest ranked chef in the world and happily married seems to be objectively better, doesn't it? And whose side is that one again? Oh right. Your side.


So again, no. I reject this idea that the only way to make a superior game is to subtract from the game. Great games can be had with wide options. Games with deep and compelling stories can be had this way. Stop insisting that your way is better.




I agree. I think this can be resolved through proper communication prior to character creation. But, if it was not the case, you are absolutely correct. The DM should work with the player to let them use the deity that wasn't on the list. But, it still kind of questions the fact, if it was communicated ahead of time, why the player insists on using something not on the list? Why?

Because sometimes that is where the story is.

Remember earlier in this thread when someone said they could say they were running a Tolkien adventurer set in Middle Earth, and no one could misunderstand what races were allowed from just that alone?

And then I posted a variety of "non-tolkien" races that could trivially fit into the setting. Like running a Shifter who was based of Beorn. Or running a plant character who was a young Ent.

You created a setting, handed it to the players, and they were inspired by something. Some connection they saw that you didn't see. I remember there was another poster a while back who said that there were no Forge Gods in their world.... because they hadn't thought of any. Does that make it bad that a player does think of it?


I mean, for a bunch of people who are so insistent that the written books are malleable to the point where a player should have no expectations that anything is in the game, you guys sure do like to make a list that is immutable, unchangeable, and constant. It is all guidelines, until you decide it isn't, and then it is adamant law.
 

Some gamers (DM's and players) view players as consumers. The DM produces a product, the players consume that product and play progresses. As consumers, the players are not expected to have a significant amount of input in what the producer produces, so long as the consumers are happy with what is produced. The players come to the session, play during that session and once the session ends, they don't play again until the next session and have very little interest in the production side of the equation.

Other gamers, myself among them, view everyone at the table as collaborators. Sure, the DM is likely going to do more work than any single player, fair enough. But, the players expect and are expected to contribute outside of the game. During play, sure, we play in character and whatnot. But, once play stops, the players put on their contribution hats and supply various elements - NPC's, possible connections, discussions about the future direction of the campaign, goals etc - to the campaign.

Does this make sense? If you're a "Players as consumers" type DM, then, player input isn't really sought or expected. You have your campaign, your world and the players can take it or leave it. OTOH, if you're a "Players as collaborators" type DM, not only do you welcome player input in the design of the campaign world, you expect it.

Actually, yes, this does make rather a lot of sense. It's not a perfect analogy, but it's good enough. When I DM, I solely produce the content ahead of time (which is to say, I craft the sandbox and fill it with contents), and when players play, the sandbox is in no way customized to fit those players or the characters they create. I can and do play the same campaign with different groups of players, and a huge part of why that's fun is to experience how it always turns out wildly different every time, even though I've started from essentially the same fixed point of origin for each group.

If you view gamers as consumers, as a DM you are going to want to produce the best product you can so that your consumers are happy. So, you create your world, create your campaign, and then the players play in it. The idea of creating the campaign or the world based on the characters the players bring (a la FATE systems) just isn't a consideration. The product is largely distinct from the players playing in it. The DM would run the same campaign whether it's this group of 5 players or that group of 5 players. And, since the players are happy, there's no problems.

Which mean, for the product model to work, you need to limit what the players can bring to the table. Again, everyone is happy, so, there's no negative meaning meant here.

The problem comes is when some of the group belong to the "gamers as consumers" side and others are "gamers as collaborators". It becomes a mismatch in expectations.

Precisely!

To be fair, the last player I had who made a cleric, not only didn't bother to name a deity, but couldn't actually name the setting we were playing in at the time. :( And even after being reminded of the setting, couldn't name any of the gods of the setting. IOW, the player hadn't given the slightest thought to engaging the setting in any way, shape or form.

So, yeah, I am sympathetic to the DM's side here. I really am. It's so frustrating to take the time to develop the campaign and then have players swan in, not bother learning anything, and then give you grief when you happen to nix their latest creation because it doesn't fit in the setting.

However, all that being said, where I have a lot less sympathy for DM's is when the player HAS done his or her due dilligence and has come to the table with a workable concept, even though it wasn't on the menu that the DM laid out, and gets shot down. The samurai in the Egyptian campaign, for example - after all, in D&D timeframes, there is at least one documented African Samurai in the court at Edo in Japan. If I've come to the table with a samurai in Egypt that part of the trade delegation that settled here a few years ago, my character grew up here, has contacts within the setting and is tied to the setting, then I'm a lot less willing to side with the DM here. The player has an idea, he or she has done the work so that the DM doesn't have to, and is honestly adding to the campaign, then, yeah, at that point, as a DM, perhaps compromising a bit is in order.

In my experience, the vast majority of players simply want to play, they play casually, and they don't want to be more involved than that. Maybe they watch YouTube, maybe they read the Critical Role comics, but they don't post on EN World or know what the Dungeoneer's Survival Guide is or get into flame wars on the internet about player agency and DM authority. Occasionally some few players get bitten the by the bug and decide to start buying sourcebooks so that they can approach their preferred game more in-depth as a player, or they want to take a crack at DMing themselves. But most are just happy to play their character(s) and play the game.

The bulk of players who are only involved in the hobby casually largely have no reason to "come up with a character concept" first and then try to foist it on a campaign, potentially causing conflict. They come to the game with open minds, ask how to make a character appropriate to the game, and then they do that. And if that winds up not working out, then there's discussion and compromise.

But now that I think about it, every time I've ever had a player try and create a character that wouldn't fit the campaign I was running, the player was anything but casual, and the character idea always seemed to come from a place that preceded the player joining the group. (Ever had a heavyset neckbeard insist on playing his Bayonetta expy in your Holmesian detective campaign? No? Lucky you.)

So again, no. I reject this idea that the only way to make a superior game is to subtract from the game. Great games can be had with wide options. Games with deep and compelling stories can be had this way. Stop insisting that your way is better.

Nobody here is insisting that curated games are the only way to have good games. Great games can be had with wide options. Great games can also be had with extremely limited options. Context, context, context (again). It depends on the game and the group. Surely you can't disagree with that?

You created a setting, handed it to the players, and they were inspired by something. Some connection they saw that you didn't see. I remember there was another poster a while back who said that there were no Forge Gods in their world.... because they hadn't thought of any. Does that make it bad that a player does think of it?

I mean, for a bunch of people who are so insistent that the written books are malleable to the point where a player should have no expectations that anything is in the game, you guys sure do like to make a list that is immutable, unchangeable, and constant. It is all guidelines, until you decide it isn't, and then it is adamant law

I don't see what's so hard to understand about it. Text is always mutable; that's the nature of text. It's subject to all manner of interpretation, emendation, addition, deletion, etc. Whether by the hand of a DM acting alone or a DM acting with the express consent and input of all players, the text can always be altered to suit the group, because it has no power over the people using it. Rules-as-written only have as much authority as the people implementing those rules choose to grant.

Rules-in-force, which is to say the actual game as it's played, are necessarily less mutable, because, well, the decisions have all been made. "These are the written rules we're using, those are the house-rules we're implementing, this is how the DM makes rulings in corner-cases, that is the set of precedents that inform rulings, etc." The rules-in-force cover everything from the finalization of those early decision-points (again, regardless of whether they're made by the DM alone or with player input) right up through the very present moment when the game is being played (under which circumstances it is nearly always the DM alone implementing and adjudicating rules, deciding "what happens" in the fiction as a response to player decisions, and for the most part acting in those exact circumstances as the one inalienable "authority" over the game).

And this "play-in-the-moment" is actually the least mutable thing of all, because you obviously can't change what's happening as it's happening without dissolving the whole game into a miasma of meaningless, chaotic discontinuity. Once a thing has happened in the game—once the DM has made a ruling—it has to stand in order for the game to have anything like causality and an arrow of time.

Now, here's the rub: setting lore is no different from game rules. Call one fluff and the other crunch if you like, but there's really no difference between them for the purposes of this discussion. A published setting guide has no more authority over my table than a published rulebook. But once I've made the decision—and again, you can say "I" meaning the DM or "we" meaning all the players here, and the argument doesn't change—it stands. It has to. If I've (we've) decided that I'm (we're) playing the 1983 edition of Basic D&D, but with a house-rule granting maximum hit points at 1st level, that's how my (our) game world works. If I (we) decide that I'm (we're) playing a setting with no elves and no tieflings, that's how my (our) game world works. Simple as that.

Next, understand that for some DMs, creating the setting (and writing mechanics and implementing house rules) very much is tantamount to finalizing those decisions that turn the mutable rules-as-written into the immutable rules-in-force. Hell, if the setting is persistent between campaigns, every aspect of creating the setting, deciding what happens in the campaign world between campaigns, advancing the fantasy world's timeline—that's gameplay, as surely as the 0.5 seconds of present moment that it takes a DM to adjudicate what happens when a player thrusts a 10'-pole into the nozzle of an oil-trap.

And that is how we go from changeable guidelines to adamant law. Who has the authority to make these final decisions will vary from group to group depending on the social contract, but for most groups by far, the longstanding traditional norm has been that this authority rests with the DM. It doesn't have to; it just often does.
 

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