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Monster Races and a quick sword thrust at the gate
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7295287" data-attributes="member: 6846794"><p>In our current collection of one shots (that's dangerously close to becoming a campaign), we have lizardmen as slaves <em>(the degenerated ancestors of the now-extinct Dragonborn).</em></p><p></p><p>They are captured, kept docile with tranquilising brews and trained for various domestic tasks, from farming to fetching.</p><p></p><p>Much like you, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=57914" target="_blank">GameOgre</a></u></strong></em> , I've made it clear the role of lizardmen in the setting. Explained how the dominant society sees and treats them. Emphasised that any lizardmen characters would be considered property and, at best, be considered out-casts. </p><p></p><p>And ya know what? Folks are aok with it. It's part of the appeal. Play an outcast, something exotic, a race that's not 'off-the-rack'. And I reckon that's the crux of the issue. If a certain race or class is exotic then whatever makes it exotic should be reflected during play. If Aasimars have not been sighted for centuries, the player should expect their Aasimar character to recieve more attention than say, the human character. If Aasimar's are known from legend to be cold, brutal tyrants then said attention may lead to violence. And if Aasimar are considered an ancient enemy, then the player should expect the potential for violence to be part and parcel of their dealings with the appropriate NPCs.</p><p></p><p>Personal, I believe the problem your experiencing is one of execution - nobody likes having their characters killed off for 'no <em>good</em> reason' (subjective, I know...). If you're adamant with enforcing your setting's theme/fluff, be sure everyone's received the message regarding certain choices and their consequences. </p><p></p><p>Of course, the trick here is to double-up on the communication. It's one thing stating that X race is not welcomed/well received. I'd consider this a general warning. And, like most folks, I'd assume my players would have lots of other things to focus on/get excited about and as such might forget or play down such a warning. So we make sure to reinforce our warning in-game, clearly and in a manner that gives the player a chance to adapt/react without resorting to a dramatic confrontation. </p><p></p><p><em>For example, on approach to the gates, Filthy Peasant NPC A spies our player's character, and spits a warning. ''Your kind aint welcome round here. Be glad when they run yer through at the gates!'. Something simple, direct and on ...point (!). </em></p><p><em></em></p><p>Follow this in-game warning with a brief recap of the expected dangers of playing such and such a race in the setting and then, if the player insists on walking up to heavily armed individuals whose job it is to stop/slay enemies then.. well, it was their well-informed choice, after all...</p><p></p><p>Of course, saying all this, if the players really want to play a magical mix of monsters in a fantasy world where everyone gets along - and you really want to play a game where there a racial/special/whatever tensions, some of which may lead to violent consequences then simply put, you and your group want different games. Either seek a compromise or find another group. </p><p></p><p>Still.. ...a fantasy world without a healthy dollop of racism would be, to my mind, rather dull. Even going way back there's the trope of 'Elves and Dwarves do not like each other very much and have a tendency to express their mutual disdain with hostile actions'. And nobody likes goblins - not even goblins like goblins! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7295287, member: 6846794"] In our current collection of one shots (that's dangerously close to becoming a campaign), we have lizardmen as slaves [I](the degenerated ancestors of the now-extinct Dragonborn).[/I] They are captured, kept docile with tranquilising brews and trained for various domestic tasks, from farming to fetching. Much like you, @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=57914"]GameOgre[/URL][/U][/B][/I] , I've made it clear the role of lizardmen in the setting. Explained how the dominant society sees and treats them. Emphasised that any lizardmen characters would be considered property and, at best, be considered out-casts. And ya know what? Folks are aok with it. It's part of the appeal. Play an outcast, something exotic, a race that's not 'off-the-rack'. And I reckon that's the crux of the issue. If a certain race or class is exotic then whatever makes it exotic should be reflected during play. If Aasimars have not been sighted for centuries, the player should expect their Aasimar character to recieve more attention than say, the human character. If Aasimar's are known from legend to be cold, brutal tyrants then said attention may lead to violence. And if Aasimar are considered an ancient enemy, then the player should expect the potential for violence to be part and parcel of their dealings with the appropriate NPCs. Personal, I believe the problem your experiencing is one of execution - nobody likes having their characters killed off for 'no [I]good[/I] reason' (subjective, I know...). If you're adamant with enforcing your setting's theme/fluff, be sure everyone's received the message regarding certain choices and their consequences. Of course, the trick here is to double-up on the communication. It's one thing stating that X race is not welcomed/well received. I'd consider this a general warning. And, like most folks, I'd assume my players would have lots of other things to focus on/get excited about and as such might forget or play down such a warning. So we make sure to reinforce our warning in-game, clearly and in a manner that gives the player a chance to adapt/react without resorting to a dramatic confrontation. [I]For example, on approach to the gates, Filthy Peasant NPC A spies our player's character, and spits a warning. ''Your kind aint welcome round here. Be glad when they run yer through at the gates!'. Something simple, direct and on ...point (!). [/I] Follow this in-game warning with a brief recap of the expected dangers of playing such and such a race in the setting and then, if the player insists on walking up to heavily armed individuals whose job it is to stop/slay enemies then.. well, it was their well-informed choice, after all... Of course, saying all this, if the players really want to play a magical mix of monsters in a fantasy world where everyone gets along - and you really want to play a game where there a racial/special/whatever tensions, some of which may lead to violent consequences then simply put, you and your group want different games. Either seek a compromise or find another group. Still.. ...a fantasy world without a healthy dollop of racism would be, to my mind, rather dull. Even going way back there's the trope of 'Elves and Dwarves do not like each other very much and have a tendency to express their mutual disdain with hostile actions'. And nobody likes goblins - not even goblins like goblins! :D [/QUOTE]
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