Bravesteel25
Baronet of Gaming
Not going to comment on "circus troupe", but I agree with you about preferring a humancentric campaign.
I want to be sure I didn't use the term "circus troupe" in some sort of way that was offensive as it was genuinely just the easiest way I could describe my thoughts on it in a succinct way.
I want to make it clear that it isn't really about being a human-centric campaign, but rather for the composition of the party to (in the majority) represent the region in which the game is being played. Yes, there is something to be said for a more "Marco Polo" kind of campaign where the whole group is an outsider, but that's not really what I'm talking about; and even in those games the group itself would probably all be hailing from a shared origin that binds them together.
And consider which, if any, cause this effect for you. That could be used to figure out where your subconscious boundaries lie. It'll be hard to figure out how to advise without knowing more. As you say, it's not human-centric, but it isn't even strictly humanoid centric, if you're cool with gnolls.
I do not personally have this problem, but I have always had a pretty ecumenical attitude regarding player characters, so that might not mean very much.
Yes, I have no problem with any type of character combination (for the most part) I am just frustrated by how every character needs to feel so special and different that the entire group is "othered" from the setting itself in a way.
For me, it's not the variance of the party that bothers, but the "happy family" vibe that seems out of place. I prefer fiction where everyone is on edge and distressful of each other as the default, especially when there's historic tension in the lore, so I look for systems that accommodate that.
That said, it's pretty cool when a diverse party is put together with a common goal in mind and have to work thought their differences. Ran a campaign where the cleric refused to heal a party member of opposing alignment and always made it a point to chastise their behavior. By Level 4 though, they fought enough battles and made enough sacrifices along the way it was no longer an issue. Neat experience to see happen organically over time and thankful for friends close enough to RP it without any negative feelings.
I can definitely understand that. I will say that I think a lot of groups choose the "big happy family" approach just to get stuck in and get the game going, but I can certainly sympathize with wanting more depth within the party's interpersonal relations.
DM's pick essentially everything about the world, portray virtually every NPC, so for me it is a huge red flag when they cant relinquish control enough to even let the player even pick their own species.
You could also say that the Players have a lot of freedom to play in a game set up by their DM and it's not too much to ask to play within a specific millieu or set of story expectations.
It's all give and take, but let's not act like the DM isn't putting forth the most energy, time, and (often) money which directly benefits the rest of the group.