BookTenTiger
He / Him
I've been thinking about this a lot!
While I understand the idea of taking the setting out of the Player's Handbook, I do not know that it would improve inclusiveness. Because dwarves, elves, etc. are not real, any depiction of them is going to call on the author's biases of humans. If we take setting out of the description, then the only thing that defines dwarves, elves, and so on is their difference from humans. And in order to describe how something is different from humans, we then have to have an assumption of what a baseline human is.
I wonder what it would look like to go in the opposite direction. Have a strong setting in the PHB, with notes or columns noting that this is just one setting, and that much of the mechanics and descriptions are written to fit the setting. Then you could have parts of the DMG or other books have easy templates to apply in order to adapt the book to other settings ("when running a Dark Sun campaign, apply the following mechanical changes...")
In my dream 6e, we have a brand new setting. When creating characters, the creation process goes like this: culture -> background -> class -> lineage.
The new setting would have a few distinct cultures (military city-state, coastal island-hoppers, magic forest-dwellers, etc) in which live people of different lineages. The PHB would also include rules on how to create your own culture (like creating your own background). The culture grants proficiencies, and some bonuses.
After choosing a culture, you would then choose your background, your class, and your lineage. Based on all these you would have certain ability score bonuses, proficiencies, etc. Having those mechanics are a fun part of the game, and introduce a bit of the game in character creation itself. However, there could also be side mechanics for more of a "choose your own" bonus system.
Following this process, you could have an elf and a halfling both from the same sea-faring culture. They have proficiencies with ships and navigator's tools, maybe advantage on Athletics checks when swimming, a shared language... Their different lineages, however, provide some other narrative and mechanical truths (elves live to be hundreds of years old, halflings are lucky, etc).
That would be my idea!
While I understand the idea of taking the setting out of the Player's Handbook, I do not know that it would improve inclusiveness. Because dwarves, elves, etc. are not real, any depiction of them is going to call on the author's biases of humans. If we take setting out of the description, then the only thing that defines dwarves, elves, and so on is their difference from humans. And in order to describe how something is different from humans, we then have to have an assumption of what a baseline human is.
I wonder what it would look like to go in the opposite direction. Have a strong setting in the PHB, with notes or columns noting that this is just one setting, and that much of the mechanics and descriptions are written to fit the setting. Then you could have parts of the DMG or other books have easy templates to apply in order to adapt the book to other settings ("when running a Dark Sun campaign, apply the following mechanical changes...")
In my dream 6e, we have a brand new setting. When creating characters, the creation process goes like this: culture -> background -> class -> lineage.
The new setting would have a few distinct cultures (military city-state, coastal island-hoppers, magic forest-dwellers, etc) in which live people of different lineages. The PHB would also include rules on how to create your own culture (like creating your own background). The culture grants proficiencies, and some bonuses.
After choosing a culture, you would then choose your background, your class, and your lineage. Based on all these you would have certain ability score bonuses, proficiencies, etc. Having those mechanics are a fun part of the game, and introduce a bit of the game in character creation itself. However, there could also be side mechanics for more of a "choose your own" bonus system.
Following this process, you could have an elf and a halfling both from the same sea-faring culture. They have proficiencies with ships and navigator's tools, maybe advantage on Athletics checks when swimming, a shared language... Their different lineages, however, provide some other narrative and mechanical truths (elves live to be hundreds of years old, halflings are lucky, etc).
That would be my idea!