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How much is too much (Race Bloat)
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<blockquote data-quote="delericho" data-source="post: 5743533" data-attributes="member: 22424"><p>My understanding is that if you ask people they will always <em>say</em> they want more options, but in reality there is a point beyond which adding options actually <em>reduces</em> their enjoyment.</p><p></p><p>In the game as a whole, I would argue that it should try to support as many of the existing races (and subraces) as makes sense. Every race is somebody's favourite, and there's nothing really lost by including them, so...</p><p></p><p>For world-building, I would strongly advise picking a small representative set of races as the "core races" of the setting - whether that's the traditional Humans, Elves and Dwarves, or the Eberron Warforged, Shifters and Kalashtar, or whatever.</p><p></p><p>But I would also <em>strongly</em> advise leaving some gaping holes in the limits of the 'known world' - areas that simply haven't been filled in, or legends saying "Here be Dragons", or whatever. That way, if you get a player who <em>really</em> wants to play some obscure or offbeat race, you have the ability to slot that race in to the world without too much hassle, and without contradicting the existing lore.</p><p></p><p>(The suggestion of allowing for unique individuals is a good one, also, especially if it's something really offbeat such as a Shardmind. Of course, that runs into a problem if another player decides he <em>really must</em> play another Shardmind!)</p></blockquote><p></p>
[QUOTE="delericho, post: 5743533, member: 22424"] My understanding is that if you ask people they will always [i]say[/i] they want more options, but in reality there is a point beyond which adding options actually [i]reduces[/i] their enjoyment. In the game as a whole, I would argue that it should try to support as many of the existing races (and subraces) as makes sense. Every race is somebody's favourite, and there's nothing really lost by including them, so... For world-building, I would strongly advise picking a small representative set of races as the "core races" of the setting - whether that's the traditional Humans, Elves and Dwarves, or the Eberron Warforged, Shifters and Kalashtar, or whatever. But I would also [i]strongly[/i] advise leaving some gaping holes in the limits of the 'known world' - areas that simply haven't been filled in, or legends saying "Here be Dragons", or whatever. That way, if you get a player who [i]really[/i] wants to play some obscure or offbeat race, you have the ability to slot that race in to the world without too much hassle, and without contradicting the existing lore. (The suggestion of allowing for unique individuals is a good one, also, especially if it's something really offbeat such as a Shardmind. Of course, that runs into a problem if another player decides he [i]really must[/i] play another Shardmind!) [/QUOTE]
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