So I was wondering do Dungeon Masters habitually restrict what races are available in the campaigns they run? And if so, how do you do it and why? For those who don't do it, why not?
Whenever I game I personally do restrict what races are available and the only time I have played under a DM who didn't restrict access was in D&D 4th edition. I restrict what's available so that those characters that are available in the region that we're playing in. This way characters have a defined place within the region and I know how inhabitants of that region will react to members of that race.
In my current campaign the game is located in Cormyr in the year 1489 DR (current era) of the Forgotten Realms. The official WotC races that I have banned are:
The region either doesn't have these characters, they are xenophobic or they would be killed on sight in either Cormyr or the region immediately surrounding Cormyr. The above races have only been banned for flavourful reasons, not mechanical.
In return I am allowing the following races (many of which are homebrew and/or beta playtesting):
One of the arguments for running an "anything goes" campaign is that it opens everything up and doesn't restrict the player's options. I would argue that their options have not been meaningfully restricted with the races I am (and am not) allowing.
Whenever I game I personally do restrict what races are available and the only time I have played under a DM who didn't restrict access was in D&D 4th edition. I restrict what's available so that those characters that are available in the region that we're playing in. This way characters have a defined place within the region and I know how inhabitants of that region will react to members of that race.
In my current campaign the game is located in Cormyr in the year 1489 DR (current era) of the Forgotten Realms. The official WotC races that I have banned are:
- Wild Elf
- Deep Gnomes
- Ghostwise Halflings
- Half-Orcs
- Aarakocra
- Air Genasi, Earth Genasi and Fire Genasi.
- Duergar
- Winged tieflings
The region either doesn't have these characters, they are xenophobic or they would be killed on sight in either Cormyr or the region immediately surrounding Cormyr. The above races have only been banned for flavourful reasons, not mechanical.
In return I am allowing the following races (many of which are homebrew and/or beta playtesting):
- Dragonborn
- Gold Dwarf, Shield Dwarf, Half Dwarf (mechanically the same as either shield or gold dwarves except for Stout Halflings).
- Aquatic Elf, Dark Elf, Drow, Moon Elf, Sun Elf, Wood Elf
- Gondsman
- Goliath
- Forest Gnome, Rock Gnome
- Half-Aquatic Elf, Half-Dark Elf, Half-Drow, Half-Moon Elf, Half-Sun Elf, Half-Wood Elf,
- Hairfoot Halfling, Lightfoot Halfling, Stout Halfling
- Human (various ethnicities but mechanically the same except for language).
- Kenku
- Fey Lythari, Beasthide Lythari, Cliffwalk Lythari, Longtooth Lythari, Razorclaw Lythari, Wildhunt Lythari
- Plains Minotaur
- Aasimar, Abyssal Tieflings, Celadrin, Infernal Tieflings, Shackled Tieflings, Water Genasi
- Worldsouls (Fluff separating the 4th edition Genasi as a separate race from 3.5e genasi)
One of the arguments for running an "anything goes" campaign is that it opens everything up and doesn't restrict the player's options. I would argue that their options have not been meaningfully restricted with the races I am (and am not) allowing.