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General Tabletop Discussion
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How Do You Incorporate D&D Races & Classes Into Campaign Settings?
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<blockquote data-quote="Blue" data-source="post: 7860317" data-attributes="member: 20564"><p>To me, one of the most wondrous things about using the Eberron setting is how there are fresh takes on all of the races, and they have their own culture, dynamics and place in the world. It really makes it pop. I've been playing since the 80s and same-old-same-old is boring as heck.</p><p></p><p>So I alwasy homebrew my setting, and the same for adventures. I often work out new and interesting cultures and then work races into them, avoiding a racial monoculture. I run lots of shades of grey, and in most settings there are no "always evil" races. And even where there are, that doesn't mean that the players can't interact with them. Had a whole military communistic Hobgoblin culture one game that the PCs were (carefully controlled) guests in one of their cities due to being there under a treaty. Very interesting dealing with a generally LE society. (Note: they were communists because it made sense, not because of the "E" in LE.)</p><p></p><p>A world building series back in ole' TSR-era Dragon Magazine was for everything you build, put in a secret. Even if you never expect it to come out in play. I had one world that had a bunch of different sentient races because it had "thin" planar boundaries (in my own cosmology) and various gods over the millennium had sent their people (for whatever "people", not just PHB races) there in order for them to escape prosecution and genocide. The only exceptions were underdark halflings who were the original inhabitants (and had split as a race to have above ground cousins), and the elves who had multiple demi-plane "Courts" (lots of mini Feywilds) around a king or queen that randoms intersected various material planes for a while.</p><p></p><p>If you don't think your player will pay attention, part of it is that you need to make it bigger. Turn up the volume on what you are doing like Eberron or Darksun did and make the races really pop.</p></blockquote><p></p>
[QUOTE="Blue, post: 7860317, member: 20564"] To me, one of the most wondrous things about using the Eberron setting is how there are fresh takes on all of the races, and they have their own culture, dynamics and place in the world. It really makes it pop. I've been playing since the 80s and same-old-same-old is boring as heck. So I alwasy homebrew my setting, and the same for adventures. I often work out new and interesting cultures and then work races into them, avoiding a racial monoculture. I run lots of shades of grey, and in most settings there are no "always evil" races. And even where there are, that doesn't mean that the players can't interact with them. Had a whole military communistic Hobgoblin culture one game that the PCs were (carefully controlled) guests in one of their cities due to being there under a treaty. Very interesting dealing with a generally LE society. (Note: they were communists because it made sense, not because of the "E" in LE.) A world building series back in ole' TSR-era Dragon Magazine was for everything you build, put in a secret. Even if you never expect it to come out in play. I had one world that had a bunch of different sentient races because it had "thin" planar boundaries (in my own cosmology) and various gods over the millennium had sent their people (for whatever "people", not just PHB races) there in order for them to escape prosecution and genocide. The only exceptions were underdark halflings who were the original inhabitants (and had split as a race to have above ground cousins), and the elves who had multiple demi-plane "Courts" (lots of mini Feywilds) around a king or queen that randoms intersected various material planes for a while. If you don't think your player will pay attention, part of it is that you need to make it bigger. Turn up the volume on what you are doing like Eberron or Darksun did and make the races really pop. [/QUOTE]
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