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I finally like non-Tolkien species for PCs
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<blockquote data-quote="Marandahir" data-source="post: 9716190" data-attributes="member: 6803643"><p>Not quite this, but see Lorwyn-Shadowmoor (which will get an upcoming D&D setting booklet of some sort and is coming back to MTG next year). The setting is based on Celtic mythology elements and thus doesn't lack elves & dwarves and halflings, but it very specifically chose to omit Humans entirely.</p><p></p><p></p><p>"World without X" is a great setting hook. I'm sure there's other good examples of it. The trick is the further you go afield from the core 4 species, the more work you need to do to make the world feel real. It's a lot harder to establish complex and nuance societies when we're working with less tropographic history. Not impossible, but it's relatively easy to slide into "planet of hats" where each species lacks nuance or else feels like a rubber-forehead alien species because the DM and the Players aren't as familiar with the idea. Elves, Dwarves, and Halflings are very well defined in the fantasy archetypal subconsciousness due to how prevelant they are in <em>Tolkien</em> and everything that came after; Humans are defined as being not defined by their species but generalists with tons of different cultures. Elves / Dwarves / Halflings tend to be 1-3 different subcultures in most genre fiction / TTRPGs, before they start to get either diluted or the setting becomes so distinct you need your own story bible to keep it straight.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 9716190, member: 6803643"] Not quite this, but see Lorwyn-Shadowmoor (which will get an upcoming D&D setting booklet of some sort and is coming back to MTG next year). The setting is based on Celtic mythology elements and thus doesn't lack elves & dwarves and halflings, but it very specifically chose to omit Humans entirely. "World without X" is a great setting hook. I'm sure there's other good examples of it. The trick is the further you go afield from the core 4 species, the more work you need to do to make the world feel real. It's a lot harder to establish complex and nuance societies when we're working with less tropographic history. Not impossible, but it's relatively easy to slide into "planet of hats" where each species lacks nuance or else feels like a rubber-forehead alien species because the DM and the Players aren't as familiar with the idea. Elves, Dwarves, and Halflings are very well defined in the fantasy archetypal subconsciousness due to how prevelant they are in [I]Tolkien[/I] and everything that came after; Humans are defined as being not defined by their species but generalists with tons of different cultures. Elves / Dwarves / Halflings tend to be 1-3 different subcultures in most genre fiction / TTRPGs, before they start to get either diluted or the setting becomes so distinct you need your own story bible to keep it straight. [/QUOTE]
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