Marandahir
Crown-Forester (he/him)
Exactly! Dark Gifts and Supernatural Gifts are not a REQUIREMENT of the game. They're a dial you can use to increase the power of your characters if you so choose. But the existence of a dial doesn't mean we all have to use it now and that the game itself is going to be balanced around the use of said dials.It's funny. People want a more modular system and more options. We get a more modular system and more options and suddenly it's bloat and the sky is falling.
If you don't want to allow them, don't. They're quite campaign setting specific. I don't allow dragon marks from Eberron into my campaign, why would I allow Dark Gifts if it doesn't fit the theme of my campaign?
I'd argue that choosing what NOT to include in your game is far more important than choosing what TO include. Otherwise we'll all be playing fantasy kitchen sink. Now, some games WANT a Chalmun's Cantina in Mos Eisley Spaceport feel to their setting. But the existence of Owlfolk and Rabbitfolk and Hobgoblins of the Feywild and Hobgoblins not of the Feywild and Tritons and Aarakocra and Leonin and Dhampir and Hexbloods and Minotaurs and Firbolgs and Aasimar etc should not mean you have to find a place for them all in your game. It means that they're tools in your tool box as a DM (and in the tool box of a player if the DM allows said ancestry for character creation). "If it exists, there's a place for it in Eberron" is not a model that all DMs should follow. Use what works for your game, dump the rest. Maybe add them back in if the game takes a hard turn toward horror or faerie stuff at some point, but there's no reason to have to use everything, certainly not all at once.
This is modular. Both the use and the not-use are equally valid choices with consequences for the tone and mechanics of the game.