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

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First, I don't see anyone calling curated campaigns "better"*. On the other hand people that have curated campaigns have been called tyrants, dictators, crazy control freaks, greybeards holding back the hobby and so on.

As usual you are twisting my words (shocker). For my game, my campaign, I find that it makes more sense for me personally and yes helps me create a deeper campaign. For me. That has absolutely nothing to do with your campaign or anyone else's. For that matter, a lot of groups don't really care all that much about depth or history. There is no wrong way if you and your group are getting out of the game what they want.

So I will repeat yet again. Do what makes sense for you and your campaign. If a kitchen sink works for you, great. If a curated world works better, fantastic. If it varies from one campaign to the next, go for it.

*Admittedly I skim this subject now, it's just gone around and around never ending. I happened to catch that you threw false accusations without actually notifying me because you left the "@" sign off.
Modern Apathy said:
Your very first post in this thread described any world not curated as ‘silly’

See, @Oofta, this is why we keep calling you out for citations. We can cite sources quite easily. You, yourself, claimed that curated campaigns are better. So, where are the quotes where people call you "tyrants, dictators, crazy control freaks, greybeards holding back the hobby and so on"? And, if you cannot find a quote that says something to this effect, will you please, please stop repeating this misinformation?
 

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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.
Wow, you have been VERY lucky. I've had so many players, both casual and not who would argue that clouds are purple just because I said they were white. If I said, "I want to do X and I don't want Y", I can guarantee that about 2-3 of the 5 players at any table I've ever sat at will automatically try to do some version of Y.
 

Then replace "a DM's rule" with "the group consensus's rule" and "that the DM wants to implement" with "that the group wants to implement," and you'll get where the other side is coming from.

Except the other side doesn't believe in the group consensus. That's what I'm saying. That is the point. Changing the phrasing doesn't change the point.

If a new player comes to the table, and the rule was decided by group consensus, then there would logically be no problem in the new group arriving at a new consensus, the player has fully capability to participate in the process. And there is no double standard about the rules being mutable. Because they still are mutable, they just don't have the votes to meet the consensus.

The other side who is advocating for a single DM creating things with no input, do not have that. They have a double standard about the rules being changed, because they want the player aware that any rule could be changed, except, that any rule the DM has decided on can not be changed. And requesting for it to be changed is being seen as being a problem.

Well, no, precisely because it's published rules that aren't sacred and table rules that are (for a certain value of "sacred"—obviously sometimes rules do get changed between sessions or even mid-session if they aren't working, and that's not at all what I'm talking about here). What makes them "sacred" in this limited sense is that everyone is using them—that one way or another, they've been agreed upon.

So again, try to think of this not in terms of the mean old DM dictating the rules, and reframe it as a standing group consensus. (For many tables, the group consensus is that the DM dictates the rules, and the rest of the players are basically cool with that, but we can equally envision a more democratic setup where all of the players vote on whether to implement any house-rules or not.) In this situation, why can't a player come to the game and propose some new alteration? Obviously, nothing is stopping a player from making the proposal. But if everybody else is already happy with the way things are, that proposal isn't likely to get any traction. If everybody else collectively has veto power and chooses to exercise it, the proposed change isn't happening.

A situation where the DM has been invested by the group with exclusive veto power is nothing more than a special case of the previous, more general situation.


Just change the situation from the problem to something that isn't the problem and you'll see it isn't a problem at all.

Like you said, with a group democratic set-up, there is no problem with a player proposing an alteration to the rules. They aren't going to be judged for it. In the situation people keep proposing, it is a sign of a "problem player" to proposing an alteration to the rules.

That is the issue I am trying to talk about, so you're repeated attempts to reframe it into something that is not what I'm talking about is not helping anything.

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Just for the heck of it, I went and looked at the "lore" from Tasha's. It's ONE LINE. It says, "Originally created by elves this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways."

So I could literally replace those three instances of elf and replace them with <insert race here" and have as much depth. I literally laughed out loud when I saw this "depth of lore" you are talking about.

So, with about 10 seconds of work, "Originally created by Tabaxi this tradition has been adopted by non-Tabaxi practitioners, who honor and expand on the Tabaxi ways."

And now my new world has as much depth. Or the player could just accept that it's just another wizard subclass like Evoker.

I'm glad you got a laugh out of it, but that must be because you don't really see what I'm seeing.

Because by changing that, you honestly have changed quite a lot. There are knock-on effects, implications and a whole lot else.

But, you did only spend 10 seconds on it.

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You don't get it? Here, I will explain it:

The difference is the player puts in one hour. The DM may have put in hundreds. So there is a difference. The player creates a backstory. The DM comes up with a history of the world. So there is a difference. The player aligns a race with a class with a background. The DM aligns all the races with all the classes. So there is a difference. The player writes, what, on average, 200-300 words. The DM can write as many as 100,000. So there is a difference.

The fact that you don't get that, and insist the player has as much right to create the world as the DM almost makes it seem like you want to play a different game, not D&D.

Hmm, you seem upset.

Maybe you noticed that your words, which I parroted back to you, aren't exactly the most respectful place to go? I mean you immediately started defending the DM, how much work they put in, compared to the player, how much history they write, how many characters they make, how many words they write.


And you put that forth as... given. Like there was no other possible way.

Interestingly, the game before the last one I was in was Dungeon of the Mad Mage. The DM? Spent about ten minutes buying a book. They wrote no world history. They wrote no NPCs. In fact.. they wrote 0 words.

As a player, I wrote far more than that. I did far more than that. So, I should therefore have the right to dictate how the game goes, right? Because it is about who puts in more work.


Or, is it perhaps more complicated than that, and I was intending to show you that just dismissing a player's efforts by "Well, aren't you skilled enough to make a second character, no one is so unimaginative to only be able to make one character." is... well, not only insulting but missing the point.


Character creation is a creative process for me. I write a story. That is what I do when designing a character. And the fact that you treat that process as trivial, as though I can just shift gears without any difficulty, just grinds me. Just because I can, doesn't mean it is easy to abandon the character I was excited to play.

These two things are not the contradictions you imply. The rules are mutable. The DM can tell the table which rules are in use and which ones are not. If a DM said to you: "Hey, we are going to use the flanking rule, so if you flank you get advantage." That is not the DM being a contrarian to telling the players their are no elves. It is the same thing.

And, as I have said, a player can ask: "Wait, I am a rogue, so that flanking rule makes my power a bit mundane. I don't like it." And then they can discuss it. Have a table vote. Or let the DM decide. Or agree with the rogue. It doesn't matter. But, in the end, it is the DM's world; this goes for rules, lore, everything. And (we agree on this), if the DM is clear and concise up front, then there should never really be an issue.

And when the rogue player is labeled as a bad player by some DMs, even though they were told to expect that the rules were mutable and saw the DM change the rules... we have an issue.

And people keep asking "Why would a player come and ask me to change the rules I just laid out? How could they do this?"

Don't you think, maybe, it was because you told them the rules could be changed? I mean, doesn't that make sense that they'd seek to change a set of changeable rules? It seems completely logical, and not bad in anyway. And yet, it was a big question just the other day of how a player could do this, what reason might they have.
 

See, @Oofta, this is why we keep calling you out for citations. We can cite sources quite easily. You, yourself, claimed that curated campaigns are better. So, where are the quotes where people call you "tyrants, dictators, crazy control freaks, greybeards holding back the hobby and so on"? And, if you cannot find a quote that says something to this effect, will you please, please stop repeating this misinformation?
I've made references to some of these things (dictatorial stuff, for instance), but only because other people in this thread have explicitly laid claim to "Absolute" or "Ultimate Authority." Or the time that someone responded to my statement that negotiations and conversation are a thing with, "What, do you think this is a democracy?"

I've used these phrases because others do, specifically the pro-restriction people. I very much would NOT use these phrases if they hadn't actually been brought up IN this thread, BY the people it applies to. The closest I can come up with for the requested citations is the one poster, Loverdrive, who did use the words "control freak." I explicitly rejected such phrasing myself, though, saying it was extreme.
 

I think we're largely in agreement here. So long as the character is embedded into the setting, the rest isn't all that important. The Viking Wizard from the Far Away Land who's been in the setting for 2 weeks? Yeah, screw him. He can't be bothered to work within the parameters of the game, I've got zero sympathy. Now, a Viking Wizard who grew up in the city you're starting the campaign in? Who is part of a delegation that has settled here for several years? That has numerous contacts around the city? Ok, no problems whatsoever. Step right up, the game is this way sir.

I let that one in as there is such a culture in the Midgard setting. If there wasn't I would have said no.
 

I let that one in as there is such a culture in the Midgard setting. If there wasn't I would have said no.
But that's sort of the point, isn't it? Leveraging what stuff IS present to try to find something that satisfies everyone's requirements, and looking for places where reasonable gaps exist that could be filled without hurting anything.

As I've said a dozen times now, obviously it won't always work. I just don't see the harm in trying. And despite the CONSTANT pushback, it seems like none of the folks advocating for "Absolute Authority" ACTUALLY see a problem with trying either, unless the player is being a jerk. And if anyone's being a jerk, we all agree that's already a bad situation by definition!
 

Skimming through the thread, I see setting creation and consistency coming up a bit, and I saw something on RPGtwt the other day that I thought was a good take. Not entirely relevant, but something to think about.


Full thread text:
The cardinal rule of RPG epistemology is that nothing about the game is true or real until it's been said and understood ("established") at the table. DMs lose sight of this because they track dozens of things they plan to say - but plans are not reality.

It's not CHANGING what's behind the door if you decide the room is full of skeletons instead of kobolds BEFORE it's opened.

It NEVER WAS kobolds. You only PLANNED to make it kobolds. When you establish that it's skeletons, it HAS ALWAYS BEEN skeletons in the game world.

From the DM's chair, it FEELS like a change. From the player's chair, it feels like it was ALWAYS skeletons. In the fiction, it has ALWAYS been skeletons.

Playing a GMless RPG will make this VERY clear to you VERY quickly. Your intentions in a GMless game DON'T MATTER unless you talk about them. The other players are also basically GMs, and since they don't know your intentions, they will run right over them and never look back

None of the game world is true in the real world. (DUH) It only exists in the imagination, and only what exists in the SHARED imagination is true in the shared game world. This goes for GMless games AND traditionally GMed games.

This is why it feels weird when a player has their character act confidently on a player assumption that contradicts an idea (plan) the GM had about the world. The GM feels that their un-established idea is true, and the player thinks something was established that wasn't.

"I use my Banish Ghosts power to buy you all time to escape. This only lasts a minute, so run fast! I'll catch up!" (But I wrote down 'faeries' not 'ghosts'! It's not haunted, it's infested with gremlins!)

Epistemically, they're both wrong:

  • It's not established to be ghosts
  • It's not established to be faeries
In a traditionally GM'ed game, the player's assumption does not establish a game-world truth. The GM must now establish: "Your power doesn't work! The doors all slam shut, blocking your escape and proving that these aren't ghosts..." Like everything else in shared fictional worlds, the fact that "these aren't ghosts" only became true after you said it.

As a GM, you probably FEEL like it was true before, because it was in your notes and had the power to establish it at any time, BUT IT WASN'T. You had the AUTHORITY to make it true before. You have the authority to make it true now - even against the player's assumptions.

Prep (faeries, kobolds) is not truth until it is spoken into the game world. The reasons we prep are:

  • Continuity
  • Planning ideas (conflicts, threats, opportunities, flavor, details, surprises) to put into the game world

Of these two, CONTINUITY is why GMs think it's important to respect your prep. And you SHOULD respect your prep! It saves you from breaking continuity! But your prep is still not TRUTH.

Continuity is "reminder: 3 sessions ago I established that there are kobolds in the dungeon, so I write, 'room 6: 4 kobolds'." Your prep is still not truth, but it's an important continuity note. Changing kobolds to skeletons breaks continuity. You have to fix it somehow.

But remember: You can establish in the game-world-before! You can just add room 7 to your map and put kobolds in it. The time that matters to the table is when the information is established in the real world, not when it was added to your prep.

Changing room 6 from kobolds to skeletons and then adding room 7 and putting kobolds in it doesn't change the game world. It doesn't change the past in the game world.

It just changes your plans for stuff to add to the game later in real world time.

The skeletons were only established to be in room 6 at exactly 9:32pm on Friday night, December 18th, 2020 when you said, "...you see 4 skeletons!" In the game world, nobody knows exactly when they got there. "Before" but how long before? Not established. They did not get there at 3:39pm when you wrote "Room 6: 4 kobolds". They did not get there at 9:27pm when you crossed out "kobolds" and wrote "skeletons"

Your un-established prep is a truth that never was.

Nor is it a truth that "will be."

It's always a "maybe." Remember that.

As you get better at improvising as a GM, you'll find it's better to leave intentional blanks in some places and to prep three or four possibilities in others, most of which will be thrown out.

Your prep becomes less a script, more a toolbox.
 

My only problem with the above is making sure that you account for reasonable evidence, @PsyzhranV2 . That is, I have used the example of a murder mystery involving nobles. You've planned that the Count is the actual murderer, while the Duchess is innocent but being framed. The party has found reasonable evidence that indicates the Count is the actual murderer, but much earlier than you expected. Since you want the mystery to last longer, you now decide that any evidence they had found that the Count was the real murderer was faked, and the Duchess now always was the REAL murderer.

That's no longer just plans. You really did put evidence into the game, which the players found, that indicated a certain state of affairs. The players figured it out faster than you intended. At that point, choosing to change things around so the players' information, which WAS good evidence, now is NOT good evidence, would not be kosher in my book, even though technically speaking it's still "in the script" who the murderer was. The DM emphatically SHOULD NOT decide that good evidence is now bad evidence and vice-versa midway through. That's not okay.

But this isn't limited to mystery stories. If the party has done research to know what kinds of threats lie ahead, the DM should respect this and not JUST change things willy-nilly. E.g., if the party has been looking for a place to hunt owlbears, and sets out to a place known to be replete with owlbears, and has already found owlbear scat and feathers so they know they're in the right area, etc. etc. etc., it's not okay to then only have kobolds spawn. Even if something other than an owlbear would be more interesting or fitting to fight, or a surprise for the party seems reasonable, respect the established fiction UNTIL you establish new fiction that changes things. E.g. "you find a dead kobold along the path, pretty clearly mauled by owlbear-sized claws. What remains of his shredded, poor-quality outfit looks like it was intended for camouflage...you suspect the hunter became the hunted this time." Now you have a reason for kobold hunters to show up.
 

I'm glad you got a laugh out of it, but that must be because you don't really see what I'm seeing.

Because by changing that, you honestly have changed quite a lot. There are knock-on effects, implications and a whole lot else.
This is flat out wrong. There are no implications. Why? Because there are no elves. I don't need to explain the subclass abilities, just like they weren't explained in Tasha's. Nothing in them screams elf. Any race can dance and get bonuses.
 

But that's sort of the point, isn't it? Leveraging what stuff IS present to try to find something that satisfies everyone's requirements, and looking for places where reasonable gaps exist that could be filled without hurting anything.

As I've said a dozen times now, obviously it won't always work. I just don't see the harm in trying. And despite the CONSTANT pushback, it seems like none of the folks advocating for "Absolute Authority" ACTUALLY see a problem with trying either, unless the player is being a jerk. And if anyone's being a jerk, we all agree that's already a bad situation by definition!

I prefer PCs pick options that are part of the world vs gap filling. A smaller list if allowed races helps define the world's imho. Eg Warforged and co in Eberron, Kender in Krynn, Mul in Darksun etc.
 

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