Dr_Ruminahui
First Post
I decided to make this two posts, to avoid making the above "massive wall of text" even more massive.
Personally, I don't see how having more options available is any hindrance to world design - especially so for campaigns that are already in progress. For such campaigns, really, its unlikely that you'll ever have to work new races in, as it only becomes an issue if in the event of a new player joining or if an existing player makes a new character (typically, but not always, as a result of their last character dieing). Even then, unless you have multiple new characters at one time (possible, but unlikely), you really only have to concern yourself with one race to intergrate - whatever new race it is the player wants to be (and they may not even want to be one of the newer races). And, on a one-off basis, working new races in shouldn't cause much harm to your world - both the "you are a rare being from over yonder" or the "you can, but its refluffed like this" approaches have been suggested by others above. Or, if you really dislike the race, you can just say "no".
If you are beginning a new campaign, it could be a bigger issue. However, even in such cases, any problems can be mittigated. For a campaign setting designed prior to character creation, simply tell your PCs ahead of time what biases certain races will face - and if they still choose one, work it in. Or, you can have character design happen first, then design the world around them.
So, as much as one might dislike the new races, I can't see them being a significant issue or problem for developing a cohessive world design - refluffing seems like it would do away with most problems that might arise, and where it doesn't (or if it isn't possible), then the "you're rare" card should handle the rest.
Personally, I don't see how having more options available is any hindrance to world design - especially so for campaigns that are already in progress. For such campaigns, really, its unlikely that you'll ever have to work new races in, as it only becomes an issue if in the event of a new player joining or if an existing player makes a new character (typically, but not always, as a result of their last character dieing). Even then, unless you have multiple new characters at one time (possible, but unlikely), you really only have to concern yourself with one race to intergrate - whatever new race it is the player wants to be (and they may not even want to be one of the newer races). And, on a one-off basis, working new races in shouldn't cause much harm to your world - both the "you are a rare being from over yonder" or the "you can, but its refluffed like this" approaches have been suggested by others above. Or, if you really dislike the race, you can just say "no".
If you are beginning a new campaign, it could be a bigger issue. However, even in such cases, any problems can be mittigated. For a campaign setting designed prior to character creation, simply tell your PCs ahead of time what biases certain races will face - and if they still choose one, work it in. Or, you can have character design happen first, then design the world around them.
So, as much as one might dislike the new races, I can't see them being a significant issue or problem for developing a cohessive world design - refluffing seems like it would do away with most problems that might arise, and where it doesn't (or if it isn't possible), then the "you're rare" card should handle the rest.