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<blockquote data-quote="MrMyth" data-source="post: 5308212" data-attributes="member: 61155"><p>I voted "Have played, liked" though technically I ran the campaign rather than playing in it. </p><p> </p><p>It wasn't explicitly 'humans only', but was strongly geared for that - the human empire had ruled for millenia, elves/halflings/etc existed but were largely subservient to mankind. Most monsters that threatened the PCs from outside civilization were literally made of evil - you didn't have communities of savage but noble orcs, you had hordes of ravenous goblinkin. </p><p> </p><p>It worked out well - everyone ended up playing humans. The setting borrowed a decent bit from Rokugan/Lot5R, included having 7 big 'clans' for people to associate with, which I think helped - it helped distinguish character background without any differences in race. Later in the campaign, one player started a new character that was essentially an ancestral spirit (Aasimar), and another player took a curse upon himself (represented as a Tiefling), but both fit in fine as variations on humans. </p><p> </p><p>It probably isn't something I would do again, at least not as a full campaign (and the events of the campaign were specifically designed to make more races playable, introducing the 4E races of Dragonborn, Tieflings, rousing the independance of Elves, etc.) </p><p> </p><p>But the players seemed to have no issues with it, nor did they seem to feel too limited in their choices. My big recommendation would just be to have enough background elements that characters can still feel distinct, whether that comes from different societies, bloodlines, kingdoms, etc.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5308212, member: 61155"] I voted "Have played, liked" though technically I ran the campaign rather than playing in it. It wasn't explicitly 'humans only', but was strongly geared for that - the human empire had ruled for millenia, elves/halflings/etc existed but were largely subservient to mankind. Most monsters that threatened the PCs from outside civilization were literally made of evil - you didn't have communities of savage but noble orcs, you had hordes of ravenous goblinkin. It worked out well - everyone ended up playing humans. The setting borrowed a decent bit from Rokugan/Lot5R, included having 7 big 'clans' for people to associate with, which I think helped - it helped distinguish character background without any differences in race. Later in the campaign, one player started a new character that was essentially an ancestral spirit (Aasimar), and another player took a curse upon himself (represented as a Tiefling), but both fit in fine as variations on humans. It probably isn't something I would do again, at least not as a full campaign (and the events of the campaign were specifically designed to make more races playable, introducing the 4E races of Dragonborn, Tieflings, rousing the independance of Elves, etc.) But the players seemed to have no issues with it, nor did they seem to feel too limited in their choices. My big recommendation would just be to have enough background elements that characters can still feel distinct, whether that comes from different societies, bloodlines, kingdoms, etc. [/QUOTE]
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