If you don't have defaults, then you don't have a game; you just have a set of parts that could be used to build a game.
That's what D&D is
about--at least according to 5e, remember? Rulings not rules? I thought the whole POINT was being able to build what you wanted out of it.
Defaults primarily exist for the benefit of new players, who aren't comfortable creating their own worlds yet. If you just had a bunch of races and said that they all might exist in a world - without any guideline for where to start - new players could get overwhelmed.
I second Nellsir's response, but there's another side to this. The stuff presented in the PHB
isn't a guideline. It's a set of flat statements: this IS how the world is. It's presented as matters of universal fact--when it is neither, except in a uselessly tautological sense (old things are old and have therefore been used for a long time; new things are new and therefore have not been used in as many works as old things have).
Actual guidelines would be chucking all this "common" and "exotic" nonsense, and using the leftover page-space to talk about
how different worlds make use of these things. Yes, even in the PHB: a sidebar saying, "Many worlds feature D/E/Ha/Hu--which have had a presence in fantasy literature for 60 years or more. But there are also many worlds where one or more of them are absent entirely, whether because they were never there, or because they died out for one reason or another. Because D&D has been around for many years, it has added new options over time. Some players and DMs place a lot of value in the most traditional options, typically D/E/Ha/Hu, while others prefer newer additions, and some accept them all the same. Talk to your DM while thinking about your character. Not every campaign will feature every race, not even humans. Further, there may be specific tweaks or flourishes that you'll want to consider before making your choice--this book presents only one perspective on these races, not the infinite amount of possible alternatives."
That would
directly communicate the idea that all of these things, even the nigh-universal humans, are options that the DM may or may not provide, that the player
needs to communicate with the DM rather than make assumptions based on the text of the book, and that even if the book does make strident claims (as it very frustratingly does), they may or may not hold for any campaign you join. Instead of overwhelming the player (though, again, see Nellsir's response on that), it directs them to the person who should know how to answer their questions, questions that
should be asked. And it would be a guideline, in that it would guide the player, rather than presenting this information as factual and unquestioned when it is neither. Then, there could be (as I had suggested during the playtest) a couple of pages spent in the DMG talking about how you can cultivate different kinds of fantasy "feel" through curating the list of available races (and classes, for that matter). THAT would be a guideline--and dramatically more useful.
A more relevant question might be, why would anyone care if there's a default setting, once you're advanced enough to create your own?
Two reasons. (1) The "rubber-stamp" effect on new players creates a self-fulfilling prophecy; anyone that gets inducted to the hobby gets told that dragonborn should be rarely (if ever) seen, while dwarves and elves
have to be there for it to be "a world of D&D," so future expectations are shaped not by what's actually interesting or creative or challenging, but primarily by received notions. (2) It contributes to ongoing division and hostility within the medium, privileging one specific strain of imaginative thought as better, truer, more right, when there is not and cannot be such a thing.
Look, the rulebooks are full of assumptions. For example:
How dare they say that ALL dwarves in ALL worlds MUST follow these rules!
Another example:
Isn't that untrue in Eberron and Planescape?
What you say with irony, I say with conviction. Yes,
how dare they...without also clearly stating, ANYWHERE in the book, "By the way, you should talk to your DM, because not a single word of this culture stuff has to be true in your world." See below for my response to your PHB example quote.
But the rulebooks also tell you it's okay to change the assumptions. Appropriately, most of this is in the Dungeon Master's Guide:
Your PHB example doesn't cut the mustard. Not memorizing the rules and details =/= "You should check with your DM because the way we describe races, e.g. dwarves, may be completely different from what your DM uses." Both of the others are purely DM-facing, and so cannot be expected to avert the rubber-stamp effect.
But really, there are two reasons why the "common" races are separate from the "true exotics." One of them has been brought up multiple times already. The other one is that they are the only 4 that have been in every edition and almost every setting that has ever borne the D&D logo. Within the context of officially published D&D worlds, the phrase "They don't exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans" is simply a true statement.
Only, as I said above, in a vacuously true sense: "old things are older than newer things, so old things have been used more." And, as I believe I've said to you before, that becomes self-perpetuating. That which has been used before is set above that which has not been used before. It's the employment catch-22: you can't get hired if you don't have experience, and you can't get experience if you can't get hired. That which has not been used as much is painted as
less or
worse (e.g. has strings attached) compared to that which has been used more...which means it will continue to be used less, and thus continue to be less and worse forever. You could also liken it to the sci-fi ghetto: science fiction is always pulpy trash so it can't be good literature; good literature can't be sci-fi because it isn't pulpy trash.
Those are not "worlds of D&D," which is what the D&D books are focused on. I'm sure a book about Azeroth would have Azeroth-specific assumptions.
Actually, there was a licensed D&D version (two, in fact) of World of Warcraft; the first came out in July 2003 (same time as the 3.5e revised PHB, more or less), and it
bore the D&D logo on the cover...so, in fact, Azeroth
is a world of D&D. Nearly 13 years as one, in fact!
And yes, they do need a default. One of the major goals of 5e was returning to old-school D&D traditions, and I think the success of that strategy speaks for itself.
That the mechanics are more similar to old editions does not justify putting only the oldest, most traditional options on a plinth above the plebeian rabble of the new options or new cultural ideas. More on that later.
Yes. Because like it or not, they are a building a brand. To you and I, D&D can be anything. But to the general public, the uninitiated, and the potential new gamer, the best bang for their buck is something recognizable as D&D.
So, what percentage of the general public do you think even knows that "campaign settings" are a thing
at all, let alone that D&D has a specific one as its "brand" (to say nothing of what that setting
is)? I guarantee you that my mom is aware of D&D, even that there are other similar games that aren't D&D, but she wouldn't have the first clue what a "Forgotten Realm" is, let alone why there would be a group of them. The plural of anecdote is not data, but you are again resorting to unproven (and I'd argue unprovable) assertions about what the general public knows or thinks or can do...and assertions that WotC wouldn't have the first idea about, since all their surveys and reports were from
people already in the hobby.
A big part of that is what has been D&D. What do the bulk of the players consider core? What's recognizable to the outside world?
I don't give a rat's ass what the bulk of players think--in part because of the rubber-stamp effect. As for the outside world? "I wanna cast a SPELLLL! I cast...MAGIC MISSILE." *That's* what's recognizable to the outside world. And *extremely* popular video games--that aren't courting the "traditionalist" parts of the D&D community--have used numerous races that are much further afield than elves and dwarves or even dragonborn, have even said, "Nope, sorry, in this universe there
are no dwarves. Play a Nord if that's what you're into, but you'll be human." Or games like Guild Wars 2, with huge horned-lion-bear people and (in-setting) brand-new plant people and weird sorta-alien-looking magitech pseudognomes, that are all equally as numerous and influential as humans or
half-giants Norns.
People are a LOT more able to process the weird, unusual, and fantastic than you give them credit for.
Tradition in the business world isn't for its own sake, it's too make money. Consolidating into a coordinated presentation makes good business sense. Asking longtime players also makes sense.
Sure. But the language they used also acts counter to their exceptionally important goal of empowering DMs to act as they see fit, and counter to the (IMO far, far more important goal) of fostering player imagination rather than imprinting the new and impressionable with the cookie-cutter, rubber-stamped Approved Traditional Choices (oh hey and also there are these other things but they have lots of problems and may not even be available).
There are a lot of factors at play, but the fact that 5e seems to appeal to players of nearly all prior editions along with new players and especially players would indicate they are on to something.
Ilbranteloth
Sales figures have nothing to do with whether it was better, or wiser, to use slightly different wording that supports the diversity of choice for both players and DMs. The PHB has trans-supportive wording, even though that's never been a part of Traditional D&D, and people were happy about that. (Note, I am not even in the LEAST trying to say that the issues faced by trans individuals is the same as my desire for a different presentation of the races; they're
actually oppressed, I'm just
mildly annoyed. I am only citing that as an example of something with precisely 0 specific note in prior editions' books, yet which is generally considered a good choice on the writers' part.)
Also, in regards to the most popular fantasy worlds, I'm not sure how you even measure that. The number of novels sold in the Forgotten Realms alone would put it near the top of any published world. Combine that with the video games, Dragonlance, comics and all of the D&D worlds, books and media it's got to be in the top 10, if not much higher.
Ilbranteloth
Mostly I was going off a few facts I am aware of:
WoW had 11 million active subscriptions at the time Cataclysm launched, and is popular enough to secure a movie deal and appearances in numerous TV shows. As much as D&D is the "face" of tabletop roleplaying across the US, WoW is the "face" of MMOs.
According to
Steamspy, there are over 11 million owners of Skyrim on PC (which requires Steam, that's their DRM solution) as of February 2016, and according to
this Polygon article it has sold 22.7 million copies total in all forms as of November, 2015. And it, too, has been referenced in a handful of other games and media platforms--it may not be the "face" of single-player games (that's probably Mario or maaaaaybe Halo), but it's definitely a Known Thing.
Even if only 5 million of those actually went to distinct people, and even if we assume it was the
same 5 million people (fantastically conservative estimates), that's still an incredible number of customers compared to the entire TTRPG community, to say nothing of one single segment of it (no matter how large). Warcraft also has books and comics, plus numerous prior and concurrent games in its series. I don't have hard numbers for the Final Fantasy games (far too many titles spread over too much time), but given that it's been around since the NES, and was also big enough to land a movie deal (even if it flopped in the box office), I'd say it's up there too. Were any of the D&D movies set in FR? I know they've all been terrible, but if none have referenced the Realms, that would certainly reduce my wholly informal estimations of how well-known or popular the Realms are.
Really speaking, it is only the history of the D&D worlds that make them rare. We may see further down the line a world where Dragonborn have conquered the human kingdoms and become a dominant race or a world where tieflings rule their own nation and elves and dwarves are uncommon. Until we get new worlds, or unless we make our own, then these uncommon races will continue to be uncommon or flat out not exist.
Well, if you allow well-
publicized but un
published examples, then I can do you one better. Chris Perkins' Iomandra. The dragonborn didn't need to "conquer" any prior empire, as I understand it. So even the (incredibly tired) assumption of human superiority is dispensed with right from the beginning: it's a world that is, and has been, ruled by dragons and dragonborn. (Here's
an unofficial summary, if you're interested.)