D&D (2024) No Dwarf, Halfling, and Orc suborgins, lineages, and legacies

You are missing the point. Of course you can find a 3pp or build your own setting where halflings and other PHB species have as much clout as elves and dwarves. Heck, Eberron does that! But the question is why does WotC include 10 species in the PHB and only routinely use three of them when constructing backstories for their worlds and adventures? Why do 3pp follow in their footsteps more often than not? Why do so many D&D worlds fall back on the Tolkien tropes: isolationist dwarves, elves in decline, halflings hiding in their pastoral niche, orc raiders and everyone else a nomad with no place in the larger world?

Because people aren't as creative as they think they are and if the individual is, there is a lot of pressure to milk the familiar to make a guranteed buck.

Like it would be interesting if someone built a setting where humans, elves, dwarves, halflings, gnomes, orcs, dragonborn, tieflings, and goliaths were all at their heights after centuries of rebuilding from a feindish or undead calamity. The dungeons being the lost cities, strongholds, and caves of the recuperating evils in the far borderlands and unclaimed inner wilds.

The gnomes could be a nations of geniuses hidden in the forests and mountains producing the tech that would eventually bring the world into the next age.

The halflings being he neutral breadbaskets that fuels the armies of internal struggle.

The orcs could be vicius crusaders hoping to clear out the growing evil.

The dwarves splintering due to the lost books on their traditions and overreliance of the memories of the old.
 

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Because people aren't as creative as they think they are and if the individual is, there is a lot of pressure to milk the familiar to make a guranteed buck.

Like it would be interesting if someone built a setting where humans, elves, dwarves, halflings, gnomes, orcs, dragonborn, tieflings, and goliaths were all at their heights after centuries of rebuilding from a feindish or undead calamity. The dungeons being the lost cities, strongholds, and caves of the recuperating evils in the far borderlands and unclaimed inner wilds.

The gnomes could be a nations of geniuses hidden in the forests and mountains producing the tech that would eventually bring the world into the next age.

The halflings being he neutral breadbaskets that fuels the armies of internal struggle.

The orcs could be vicius crusaders hoping to clear out the growing evil.

The dwarves splintering due to the lost books on their traditions and overreliance of the memories of the old.
I am still surprised you do not see more DM's with pet race(you know your favourite to use yourself in setting) making them important a fourth big option seems strange to me.
hell I have been nursing an idea in my head for years because I think I can make a better option than most of the designers could, why are we not seeing something similar why hyper low copies generation copies of generic fantasy?
 

Like it would be interesting if someone built a setting where humans, elves, dwarves, halflings, gnomes, orcs, dragonborn, tieflings, and goliaths were all at their heights after centuries of rebuilding from a feindish or undead calamity. The dungeons being the lost cities, strongholds, and caves of the recuperating evils in the far borderlands and unclaimed inner wilds.
The non-D&D Earthdawn setting bears a slight resemblance to your idea here. :) The Horrors sound like something straight out of the Far Realm.

 

I am still surprised you do not see more DM's with pet race(you know your favourite to use yourself in setting) making them important a fourth big option seems strange to me.
hell I have been nursing an idea in my head for years because I think I can make a better option than most of the designers could, why are we not seeing something similar why hyper low copies generation copies of generic fantasy?
Because familiarity is easy money, not everyone is creative, or some see see some ideas as too SciFi.

Or they just won't create stuff they won't use unless forced.

I mean look at all these new races: 90% of them are beastfolk and monster girls.

Whereas I have 2 plant races, dungeonfolk, minor Kryptonians, killer clowns, and guys with a third eye that shoots lazer beams.
 


Do players have an idea of what one of these is like?

I find players are choosing things based on concepts aquired outside of D&D. For example, someone who plays a tabaxi invariably owns a cat, and gives their character personality traits they see in their pet.
It's a man with an extra eye in their forehead. It's classic Asian mythology People have eyes.

Anyways that's what art is for.
 

Because familiarity is easy money, not everyone is creative, or some see see some ideas as too SciFi.

Or they just won't create stuff they won't use unless forced.

I mean look at all these new races: 90% of them are beastfolk and monster girls.

Whereas I have 2 plant races, dungeonfolk, minor Kryptonians, killer clowns, and guys with a third eye that shoots lazer beams.
I can get using familiar as a base but when everyone is doing it you have to add something your own to make something stick hence a forth option.

why is everything beast-folk or monster girls these days anyway?
 




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