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<blockquote data-quote="AbdulAlhazred" data-source="post: 5240950" data-attributes="member: 82106"><p>I think its totally a matter of group preference. If I'm going to create a specific setting for a given campaign I'll first pitch it to the people I expect will be playing in it, so if they have specific things they want to try then we can work that out ahead of time, assuming its not something that is already easily accommodated. Saves a lot of trouble.</p><p></p><p>For my main 4e campaign I chose to use my standard default campaign world, which makes dropping in random stuff reasonably easy. Its pretty much a PoL-like setting anyway. There are some things that don't match standard 4e canon exactly though.</p><p></p><p>Halflings- Oddly nobody had played one in a LONG time anyway and they were never described as a common race, so when we went to 4e I just retconned them to the 4e fluff. A couple of villages of halflings sprang up along a major river and if anyone wants one they're welcome to it.</p><p></p><p>Elves, dwarves, and humans are no problem as they are long standing standards. In the area the players mostly frequent there are regions where all 3 races (and half-elves) live, so no problem there and they pretty well conform to 4e standard.</p><p></p><p>Eladrin- Exist in a slightly divergent form. They are an ancient race, related to elves in some fashion but more like Moorcockian Eldar crossed with legendary fey. A rather remote and decadent race that maintains a few outposts in the world but is rarely seen. Standard 4e mechanics works pretty well for them. Better really than what I had done up back in the 2e days.</p><p></p><p>Tieflings have been worked in as the last remnant of survivors of an ancient kingdom. Again 4e's assumptions work pretty well, the history of this civilization already existed and it was a well established fact of the setting that they destroyed themselves by diabolic corruption. Nobody has asked to play one, but if they did they're of a family that still has the taint of ancient Civarian blood.</p><p></p><p>Dragonborn I simply dealt with by establishing a story that there is a Dragonborn civilization FAR to the west. Nobody has ever traveled there anyway, so it was no problem. The one DB that I've had in the game came with a good backstory to explain how he got so far from home. He did get a lot of odd looks but the character was fun and worked out fine. This was an example of working in something new.</p><p></p><p>The other PHB2 races haven't come up, but I have established that shifters live in certain remote areas, goliaths live in a convenient mountainous area, half-orcs are an established race, a Deva should be no problem as their fluff is pretty much tailor-made to drop into most settings. Gnomes I haven't really thought much about. The PHB3 races I doubt will get played but I'm sure I can work one in.</p><p></p><p>I kind of agree that monstrous/unique races don't 'realistically' fit into a fantasy medieval society all that well without special consideration, but what are you going to do? Sure, you can just banish them all but if you want to be pedantically realistic about it I really doubt humans would tolerate ANY other races all that well. Heck, we can't even get along with people that have slightly different ethnic features. There's just no point in going down that road, it doesn't lead anywhere interesting unless your group likes half the PCs to be getting chased by torch bearing townspeople all the time.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5240950, member: 82106"] I think its totally a matter of group preference. If I'm going to create a specific setting for a given campaign I'll first pitch it to the people I expect will be playing in it, so if they have specific things they want to try then we can work that out ahead of time, assuming its not something that is already easily accommodated. Saves a lot of trouble. For my main 4e campaign I chose to use my standard default campaign world, which makes dropping in random stuff reasonably easy. Its pretty much a PoL-like setting anyway. There are some things that don't match standard 4e canon exactly though. Halflings- Oddly nobody had played one in a LONG time anyway and they were never described as a common race, so when we went to 4e I just retconned them to the 4e fluff. A couple of villages of halflings sprang up along a major river and if anyone wants one they're welcome to it. Elves, dwarves, and humans are no problem as they are long standing standards. In the area the players mostly frequent there are regions where all 3 races (and half-elves) live, so no problem there and they pretty well conform to 4e standard. Eladrin- Exist in a slightly divergent form. They are an ancient race, related to elves in some fashion but more like Moorcockian Eldar crossed with legendary fey. A rather remote and decadent race that maintains a few outposts in the world but is rarely seen. Standard 4e mechanics works pretty well for them. Better really than what I had done up back in the 2e days. Tieflings have been worked in as the last remnant of survivors of an ancient kingdom. Again 4e's assumptions work pretty well, the history of this civilization already existed and it was a well established fact of the setting that they destroyed themselves by diabolic corruption. Nobody has asked to play one, but if they did they're of a family that still has the taint of ancient Civarian blood. Dragonborn I simply dealt with by establishing a story that there is a Dragonborn civilization FAR to the west. Nobody has ever traveled there anyway, so it was no problem. The one DB that I've had in the game came with a good backstory to explain how he got so far from home. He did get a lot of odd looks but the character was fun and worked out fine. This was an example of working in something new. The other PHB2 races haven't come up, but I have established that shifters live in certain remote areas, goliaths live in a convenient mountainous area, half-orcs are an established race, a Deva should be no problem as their fluff is pretty much tailor-made to drop into most settings. Gnomes I haven't really thought much about. The PHB3 races I doubt will get played but I'm sure I can work one in. I kind of agree that monstrous/unique races don't 'realistically' fit into a fantasy medieval society all that well without special consideration, but what are you going to do? Sure, you can just banish them all but if you want to be pedantically realistic about it I really doubt humans would tolerate ANY other races all that well. Heck, we can't even get along with people that have slightly different ethnic features. There's just no point in going down that road, it doesn't lead anywhere interesting unless your group likes half the PCs to be getting chased by torch bearing townspeople all the time. [/QUOTE]
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