Lakesidefantasy
Hero
Well, well, well looks like I'm very much in the minority. Crabapples!
Nothing wrong with being different.Well, well, well looks like I'm very much in the minority. Crabapples!
Tieflings could also be Horned Society for the devil lineages. Iuz particularly after the Greyhawk Wars is the natural for planescape style demon blooded tieflings.As a side question, I tend to run a lot of Greyhawk - how do others handle Dragonborn, Tieflings, Warforged (Eberron), Shifters (Eberron), Changlings (Eberron), Drow and any of the others from different books/campaign resources?
I've allowed all of the above in my game - the two Warforged were relics from the Great Devastation, the majority of Tieflings are from the lands of Iuz, Shifters from the various Nomads, Changlings were a renegade race spawned from a failed Scarlett Brotherhood attempt to create infiltrators, the Drow had survived the destruction of their house in Erelhei-Cinlu. I haven't come up with where the heck Dragonborn come from - possibly former dragon servants from lands beyond the west or perhaps the original inhabitants of Blackmoor (or should I have those be Kalashtar from Eberron)?
There’s a big difference between not creating a race from a different setting and excluding one from the core rulebook.I don't find it difficult. I'm running a Greyhawk campaign (on hold due to pandemic) and I've limited the game to Humans, Half-Elves, Elves (High [grey/valley] and Wood [wild]), Gnomes (forest or rock, though they're different subcultures of the same race), Dwarves (mountain or hill, though, again, subcultures of the same race), Halflings (ditto), and Half-Orcs. Those are the races that exist in Greyhawk.
Greyhawk -- as I have always viewed it -- has lots of cultures that are xenophobic and insular after the apocalypse of the Twin Cataclysms, and the rise of Iuz had made them even more so. It's not a melting pot. It doesn't benefit from modern sensibilities. It's post-apocalyptic, modestly grimdark, largely feudalistic, and nearly the twilight of human civilization. It's law vs chaos in the colonial sense of human civilization vs the wilderness... and chaos has spent the past several millennia winning. The people are much more likely to shoot first and ask questions later, and they casually label each other monsters.
I had a player ask to be a Drow. I said no because Drow are kill-on-sight to the surface races after the recent activity of Lolth. I had another player ask to play as a Goliath, I said sure, but you must be a snow, frost, or ice barbarian because that's what that race was basically created to represent. Similarly dragonborn do not exist; lizardfolk do, but they are are substantially different and are even more xenophobic than most races in the setting. Tieflings technically exist, but they're exclusively the result of demonic experiments conducted by Iuz and such a creature would in Iuz's forces or dead. Again, you'd be kill-on-sight to the "good-aligned" (a very loose term) races.
No more so than deciding that Wookies, Vulcans, Narns, samurai, gunslingers, superhumans, etc. are worth the effort of excluding. Stories, and therefore settings, are defined by what they are not as much as by what they are. That helps set the tone of the game and the style of play.
I think Matt Colville's video on saying, "No," really covers the issue pretty completely, especially with how the player's choice of race can undermine the setting.
There’s a big difference between not creating a race from a different setting and excluding one from the core rulebook.
As I said in my later post, I don’t mean that coming up with a justification is mentally taxing or onerous. I mean it’s hard to justify excluding a player race when that requires changing things more than not excluding them does.
Any way this is a clear example of “you do you”