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Ever play a single race campaign?

Whimsical said:
I have been looking for an opportunity to play in a strongly themed campaign for a long while. Whether it's all one race, or one class, or completly urban or rural based.

Wow. I run a one race, one class, completely urban game.

PS
 

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Ferrix said:
Thanks AMG.

You can check out the two games here: Halfling Quest run by me.

I find that with a single race game, it can really increase the connection the players feel between their character and the other players characters. An excellent example was the massive amount of work all of the players, and even the alternates, put in on my halfling quest game. They helped generate members of their small town, working on a timeline, and so on. This can really help to create a detailed locale for the characters to start from.

Im playing the Halfling Quest and loving it. But Im not sure how much like archtyped halflings we all are. My character is himself first, a teenager second, a halfing third, and his class last of all, usually...... hmm I just reread the personality section in PHB. Its not what I was thinking at all. Personality wise we have maybe 2 PBH halflings, a gnome, 2 hobbits and a devote farmboy.

Designing the town full of realtives, and friends was fun though :)
 

Barendd Nobeard said:
Well, when the one dwarf on guard duty deserts his post, leaving his companions sleeping with no spells prepared and no one watching over them, well, that might lead to some problems. :p

I'm sure it'll all work out fine...

We'll find out on sunday. And I'm sure Tenent has learned his lesson now...right? RIGHT?

Besides, what's the worst that could happen...(hehehe.)
 

Yes, we did that. In our d20 Modern Campaign, we were all humans. ;)

We did have a elf only or elf/half-elf only situation more than once, but that wasn't intentional, but just happened. One of these campaigns did involve the whole elven civilization heavily, though.
 


If you've done this before, what pitfalls can you steer me away from? Do the players get bored or did you find resistance? Do they end up developing unique characters or does it become a goofy snow-white-like story? Did you, as DM, find it tiresome after a while?

I played a small, all-troll campaign a while ago, using 3.0 and Savage Species. This was great. We were trolls that were banished from our clan and tried to found our own in a small region surrounded by swamps, forests and plains. Humans, kobolds, druids and various other groups and factions had to be dealt with, one way or another, for our group to be able to settle and grow in that area. That was really awesome.

The pitfall like someone else said above is the risk to just play humans under guises. Pointy ears, bearded, regenerating or whatever. Because playing non-humans is in fact defined by comparison with human characters. If you don't have humans, you feel like you don't have a reference to be different from. But the all-troll sessions didn't fall into that pitfall, thanks to the alien, primitive badguy nature of our characters, I guess.
 

I had a lot of fun playing in an all-halfling group. All-halfling groups mean that you, not the DM, gets to decide who you fight most of the time.

"You see a group of five orcs."

"Do they look like they have any treasure?"

"No, they look pretty poor and scruffy."

"Okay, then, we hide in the tall grass."

"Okay, they roll to see if they spot you." Rolls. "Nope, they don't." DM grumbles under his breath. "Okay, you wait, and they pass on without noticing you."

Quite a feeling of power. :) Make sure one of the characters is a barbarian (optimal) or a fighter (can be as good if you do it right) with a greataxe. Make sure no one is in armour that inhibits their Hide/Move Silently. Then, go and conquer the world -- or whatever bits of it you actually want. ;)
 

Storminator said:
Whizbang Dustyboots said:
Human rogues?
What else?

Reminds me of Nightprowler, a French game.

18 character classes, but they're all rogue variants -- street thug, assassin, swashbuckler, catburglar, agitateur, cutpurse, smuggler, etc.

Several races, but with strong hints that it's really best to avoid playing non-humans.

A whole campaign world, but all adventures are set in a city -- which, on the other hand, is insanely detailed, with a huge map featuring each streets, every watchposts, prisons, chapels, inns, brothels, banks, and important shops.

And it is more grim & gritty than most people would like. (For example: magic exists, and it is powerful. But it requires decades of expensive studies. Your characters are young and pauper. In other words, you can't play a wizard. Nor a cleric. No healing magic. If you get hurt, just pray it won't get infected too badly...)
 

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