Human only campaigns - good? bad? tips? ideas?

You can easily pull off a humans-only style game, but cultures are the key. Characters races allow for the characters to stand out somehow from one another; cultures allow the same thing.

The standard PHB human works great for a cosmopolitan human or a human of mixed heritage---not really part of 1 culture or another. However, cultures with a strong identity would have certain perks & limits to them. At the least, this could be resolved much in the manner as the "clan" humans from OA---certain skills are deemed as class skills, while their favored class changes from "any" to a specific class. At most, this could include attribute modifiers, skill bonuses, or perhaps even a unique ability or 2 (such as low-light vision or the like).

I have 2 recommendations:

*If you go the pure-human route, make sure to create either cultural modifiers for at least 5+ dominant cultures IYC, or perhaps go with the Origins concept from the d20 Pulp Heroes mini-game in Dungeon #90. This way, the players may feel that their characters stand out from one another instead of being "just a bunch of humans."

*Another idea is to modify the above concept; create a few human variant races, perhaps. Maybe a culture consisting only of Small-sized humans (perhaps the entire people have a unique type of dwarfism as a dominant, regular trait in their gene pool); maybe something akin to the Nehwonian Ghouls, humans who are virtually transparent (& nearly invisible) with the exception of their skeletons; etc.

You could also allow races with human blood---half-elves, half-orcs, & spirit folk, for example. However, these characters should be allowed sparingly, & not without a lot of justification/good backstory by the player---perhaps the half-orc fighter was the result of a mad wizard's breeding program to create his own super-soldiers for his own private army; perhaps the magic-rich elven blood is the source for the half-elf's sorcerer's unique arcane power; etc.


Well, that's all I can think of. Hope this helps some.
 

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I love to run and play human only games so I may be a bit biased here. My answers

1. Would this bother you as a player to not be able to play <insert favorite race here>?

No 85% of my characters are human anyway. IMC ,y players like to play other races soI have comprised by allowing Half Elves, Lineage Feats and Dwarves at times.

2. Would it bother you to have very few humanoid enemies as well? I'm thinking possibly a race of intelligent apes or degenerated humans deep in the jungle and the rare and strange sentient magical/exotic creature, but that's about it. I'm going for a more Robert Howard rather than Tolkien motif in the feel of the world, so goblins, orcs, and the like just don't fit in. So yes to things like nagas, rakshasas, cloakers, ghosts, and demons but no to things like trolls, gnolls, giants, and bugbears.

No again, with the exception that I like Fairie tale games so I might have various Fae races as NPC's IMOC. If I was playing in your game or another like it wouldn't bother me. IMO Limiting monster types is good idea anyway .

3. What do you think of assigning different racial traits to different cultures? This would still give the player some choice to fill the gap left by not being able to play elves, dwarves, etc. I would tie it to where you were raised, not your genetic background. So, for example, people raised among hardy hunter & gatherers might have a con bonus and wilderness lore as a bonus class skill instead of the standard human bonuses. The standard human bonuses would probably reflect the more cosmopolitan cultures. However, if you were ethnically of the hardy hunter/gatherer genetic stock, but were born and raised among a cosmopolitan culture, you would get the standard human bonuses, not the con/wilderness ones. This is just a rough example - not trying to be mechanically balanced at the moment.

The easy solution is to have Regional Feats and Skills ala Wheel of Time. If the game is to be less Dungeon and more City oriented You might also give 2 bonus skill point, four regional skills and a regional feat as a bonus.
this will shift the focus a little to skills and feats and away from cool powers...
I think it sounds like a neat concept, please let us know how it goes if you go ahead...
 

Ace said:
So, for example, people raised among hardy hunter & gatherers might have a con bonus and wilderness lore as a bonus class skill instead of the standard human bonuses. The standard human bonuses would probably reflect the more cosmopolitan cultures.
Ace just put a fiunger on something that's been bothering me about d20. Why would these hardy hunter gatherers get a con bonus? To me a human racedescribed as hardy and rugged, but (for example) rather rough and lacking in manners would simply mean your typical huntergatherer would have their highest stat in Con and lowest in Cha. Without making them a +2 Con, -2 Cha, it leaves open the option of someone playing an atypical PC from this group, someone with more charisma, or less healthy.
 

That's a great point Black Omega and Ace. I agree that the differences are best served by skills and feats. Thanks for screwing my head on straight! I'll have to examine OA and WoT a bit more and do some thinking. On first consideration the OA one seems like it doesn't do enough whereas the WoT one seems too restrictive and generalizing. Maybe something in-between will work.
 

CamelToe said:


This is why it is so much more work with an all human game. As a DM you have to create cultures the players find interesting and can use to define their character. Using elves, dwarves, etc the cultural stereotypes give many players a keen edge to ROLEPLAY with. It is different than their daily culture. I personally love all human worlds and games, but find that all of the players have to be familiar with the world and its cultures, or it may not work.

That's a really strange statement to me. We have several thousand years worth of actual history, and lots of actual human cultures, to draw inspiration from. I wouldn't think it would be that hard to come up with some varied backgrounds for a campaign world.
 

kenjib said:
That's a great point Black Omega and Ace. I agree that the differences are best served by skills and feats. Thanks for screwing my head on straight! I'll have to examine OA and WoT a bit more and do some thinking. On first consideration the OA one seems like it doesn't do enough whereas the WoT one seems too restrictive and generalizing. Maybe something in-between will work.
It really depends on how far you want to go. Rokugan is an excellent example where the differences are clan based. So you don't so much have a human as a you have a member of the Crane or Crab. Crane tend to be slighter, faster and more charismatic. Crab tend be be rougher, cruder and tougher. The clans have certain things common to them, there are families within the clans that have their own distinctive features. As a result there is plenty of diversity without a variety of races. This approach could easily be used for other settings.
 
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All human campaigns work. And if you keep the area they explore small, you really don't have to introduce to much. My favorite is the city of Sanctuary, Thieves World. You, basically have no reason to leave the city (not that you could actually afford to) and there are only a half dozen diffeernt human cultures you are likely to see. Two are the dominant ones, the other 4 are just sprinkled through out. Simplicity is a great thing when done right.
 

Well ken, I come at it from an SL perspective. About 85-95% of the population in the Scarred Lands are humans. Humaniods are known...but most are either a) munchies for more powerful titanspawn or b)raider types/fleeting types. At least with TRADITIONAL PHB types. Elves, well, wood elves yes but other kinds are little...well less well received. Dwarves, mostly welcome (hey you guys can forge stuff huh!) but Charduni are rightly feared. (Heck they make Duegar seem like nice guys! :eek: ) Gnomes....uhm what's a gnome? ;) Halfings are more known but doesn't mean that they are all that welcome. Half orcs...well outside of the Plains, no many but there are a few. Otherwise it humans versus the titanspawn...

Which begs the question, would you accept ratmen into humans only campaign, or even gorgons? How about Harpys and Mantacori? Cause if you're going to a Howard feeling...well I'm sure you'll find SL pretty providing...At least in MY view of the campaign. City of Necromancers, a race of godlike creatures, some VERY nasty unwanted things...oh and yeah, evil gods! :D

So could it work? Sure, especially if you have the SL DM screen companion. (Works it out for you very well)
 

I think Human only campaigns also open up a chance for players to shine with their true roleplaying capabilities, funnily enough I think its harder to roleplay a human than the other races, with the others you have to act and can play up as the other races would act.... with a human you've got to change who you are, your in programming..

I found the games I ran very interesting, mine were of a lot less fantasy more "real world" for Mealstrom which was fun for a while, but don't think I could do a whole campaing..

I also ran Harn purely Human races, with all the fantast elements... now theres a game with cultures...
 

If the campaign is good then it matters not what has been banned from the game. Personally, I like your ideas and wouldn't mind implementing them myself. I'm a fan of Howard too.

I once designed a fantasy RPG. I wanted the different races to be different from one another but I had no headroom to give, for example, elves a dex bonus. (It didn't fit the bonus system to allow for Dex 20 for example). What I did was to say that no elf is stronger than dexterous. So if you wanted to be a strong elf you had to invest your highest roll to dex and your second highest to strength. The dwarf had to be hardier than dexterous and so on. The bad news is that it limits your choices but the good news is that it creates distiction without breaking the mold, ie a score between 3-18.

The point of the above story is that it can be used in D&D too for human variants. :rolleyes:
 

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