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General Tabletop Discussion
*Dungeons & Dragons
In your most recent game, were human variants allowed?
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<blockquote data-quote="Leatherhead" data-source="post: 7357383" data-attributes="member: 53176"><p>Well, it's one of the themes. </p><p></p><p>The god of humans died while repelling an invasion from the Far Realm 200 years ago. This saved the world, but resulted in a ginormous chunk of a Far Realm metal ramming itself into an ocean, sticking out like an active volcano while spewing what seems to be replicated chunks of itself into the nearby continent, turning the nearby seas blood red, and mutating the local wildlife and peoples into the various anthropomorphic races that D&D is swarming with. Meanwhile, this metal has been harvested by the old Tolkienesque races, propelling their societies from a pseudo-medieval era into a pseudo-colonial era. The world is split up into the Wild World (where the metal fell) and the Old World (where all the older races live, on the other side of the planet). The few humans that are still left around are mostly stuck in the Old World and are decidedly second-class citizens (at best), due to having no patron deity. Ironically, they probably have it best in the Orcish lands, where simple brute force can get you into a better social position. To mechanically reinforce the idea that humans have it rough, I banned the Variant Human. And yes, we do have two players with a human character despite stacking the deck against them.</p><p></p><p>The major themes of the campaign are: <ul> <li data-xf-list-type="ul">Piracy, because the world revolves around the shipping of the Far Realm Metals over the ocean, and players love to be pirates.</li> <li data-xf-list-type="ul">The Imperialism of the Old World races by exploiting the Wild World to harvest as much of the Far Realm metal as they can while checking each-others military and technological advancements.</li> </ul></blockquote><p></p>
[QUOTE="Leatherhead, post: 7357383, member: 53176"] Well, it's one of the themes. The god of humans died while repelling an invasion from the Far Realm 200 years ago. This saved the world, but resulted in a ginormous chunk of a Far Realm metal ramming itself into an ocean, sticking out like an active volcano while spewing what seems to be replicated chunks of itself into the nearby continent, turning the nearby seas blood red, and mutating the local wildlife and peoples into the various anthropomorphic races that D&D is swarming with. Meanwhile, this metal has been harvested by the old Tolkienesque races, propelling their societies from a pseudo-medieval era into a pseudo-colonial era. The world is split up into the Wild World (where the metal fell) and the Old World (where all the older races live, on the other side of the planet). The few humans that are still left around are mostly stuck in the Old World and are decidedly second-class citizens (at best), due to having no patron deity. Ironically, they probably have it best in the Orcish lands, where simple brute force can get you into a better social position. To mechanically reinforce the idea that humans have it rough, I banned the Variant Human. And yes, we do have two players with a human character despite stacking the deck against them. The major themes of the campaign are:[LIST] [*]Piracy, because the world revolves around the shipping of the Far Realm Metals over the ocean, and players love to be pirates. [*]The Imperialism of the Old World races by exploiting the Wild World to harvest as much of the Far Realm metal as they can while checking each-others military and technological advancements. [/LIST] [/QUOTE]
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Community
General Tabletop Discussion
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In your most recent game, were human variants allowed?
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