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Do you restrict racial choices in your games?
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<blockquote data-quote="jgsugden" data-source="post: 8184156" data-attributes="member: 2629"><p>D&D is a collaborative exercise. As a DM, I create a basic world, a basic storyline, and basic NPCs. Then I talk to my players, present the basics, and ask what they're interested in doing. If they want to play a humanoid type that is not described by the basics, I add it in based upon their suggestions. My world has just been rebooted (as I moved across the country), but the original version grew over 30+ years and had the fingerprints of over a hundred players that left a lasting impact on it. The revised version maintains much of that influence (although I overhauled the Gods entirely as the first version ended up being a little too abstract for the fancy of most players - that changed or negated some of those contributions unfortunately - although some of it may 'come back' someday). </p><p></p><p>I had no Loxodon before, obviously. They were unknown to D&D before a year ago. However, when a player said they wanted their next PC to be a Loxodon, I worked them into the revised world. I changed a prominent NPC from the first version (that the PCs in the second version had not met) into a Loxodon, and it worked perfectly. I've given them an organic place in my campaign so that when we go to those next PCs, his PC has a place to fit in the world.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8184156, member: 2629"] D&D is a collaborative exercise. As a DM, I create a basic world, a basic storyline, and basic NPCs. Then I talk to my players, present the basics, and ask what they're interested in doing. If they want to play a humanoid type that is not described by the basics, I add it in based upon their suggestions. My world has just been rebooted (as I moved across the country), but the original version grew over 30+ years and had the fingerprints of over a hundred players that left a lasting impact on it. The revised version maintains much of that influence (although I overhauled the Gods entirely as the first version ended up being a little too abstract for the fancy of most players - that changed or negated some of those contributions unfortunately - although some of it may 'come back' someday). I had no Loxodon before, obviously. They were unknown to D&D before a year ago. However, when a player said they wanted their next PC to be a Loxodon, I worked them into the revised world. I changed a prominent NPC from the first version (that the PCs in the second version had not met) into a Loxodon, and it worked perfectly. I've given them an organic place in my campaign so that when we go to those next PCs, his PC has a place to fit in the world. [/QUOTE]
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