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OMG... you aren't *HUMAN*!!!
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<blockquote data-quote="sunrisekid" data-source="post: 5410095" data-attributes="member: 57326"><p>I always run a human-centric campaign and I tell the players this. </p><p></p><p>First, no "monster" races permitted: no drow, no undead, no dragonborn, no tieflings, no half0orcs, etc, otherwise run the risk of being assaulted by *ahem* heroes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Dwarfs are held in contempt or suspicion; halflings are ignored; eladrin and elves are often held in awe. (This largely reflects my penchant for dark Tolkin-esque stereotypes and Howard/Lovecraftian ambiance.) I'm tempted to lift these restrictions with the ticket price of a mandatory Evil alignment.</p><p></p><p>Second, these prejudices come out in roleplaying moments adjusted according to the character's charisma score and RP skills selected. An eladrin with Intimidate will be reacted to differently than a dwarf with Diplomacy. No hard numbers, I just wing it according to the circumstances. Players roleplay as they wish.</p><p></p><p>Consequences are that, e.g., merchant prices might favour one or another race. Also, size of settlement is an important consideration (e.g., coastal cities tend be more multi-ethnic and thus less affronted by outlandishness than landlocked towns).</p><p></p><p>By sheer happy coincidence, the Heroes of the Fallen Lands is the perfect player book for my campaign. Most of the NPCs in my Fallcrest are human with some exceptions, contrary to the text.</p><p></p><p>I do have one player who gripes at these restrictions. He's a heavy reader of fantasy fiction and he feels that my restrictions enforce a game that is too vanilla; he always plays the wackiest characters the game can provide in order to try something that is removed from the typical fantasy tropes (which, IMHO, are rather tightly prescribed in the grand scheme of things but that's neither here nor there, lol).</p><p></p><p>That said, much to my chagrin, most of my players continue to play non-humans. They simply enjoy the weirdness of the different options or they have a pre-conceived character that they want to play out (eg, my girlfriend loves elven wizards regardless of the game mechanics involved). </p><p></p><p>my 2 cents <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="sunrisekid, post: 5410095, member: 57326"] I always run a human-centric campaign and I tell the players this. First, no "monster" races permitted: no drow, no undead, no dragonborn, no tieflings, no half0orcs, etc, otherwise run the risk of being assaulted by *ahem* heroes ;) Dwarfs are held in contempt or suspicion; halflings are ignored; eladrin and elves are often held in awe. (This largely reflects my penchant for dark Tolkin-esque stereotypes and Howard/Lovecraftian ambiance.) I'm tempted to lift these restrictions with the ticket price of a mandatory Evil alignment. Second, these prejudices come out in roleplaying moments adjusted according to the character's charisma score and RP skills selected. An eladrin with Intimidate will be reacted to differently than a dwarf with Diplomacy. No hard numbers, I just wing it according to the circumstances. Players roleplay as they wish. Consequences are that, e.g., merchant prices might favour one or another race. Also, size of settlement is an important consideration (e.g., coastal cities tend be more multi-ethnic and thus less affronted by outlandishness than landlocked towns). By sheer happy coincidence, the Heroes of the Fallen Lands is the perfect player book for my campaign. Most of the NPCs in my Fallcrest are human with some exceptions, contrary to the text. I do have one player who gripes at these restrictions. He's a heavy reader of fantasy fiction and he feels that my restrictions enforce a game that is too vanilla; he always plays the wackiest characters the game can provide in order to try something that is removed from the typical fantasy tropes (which, IMHO, are rather tightly prescribed in the grand scheme of things but that's neither here nor there, lol). That said, much to my chagrin, most of my players continue to play non-humans. They simply enjoy the weirdness of the different options or they have a pre-conceived character that they want to play out (eg, my girlfriend loves elven wizards regardless of the game mechanics involved). my 2 cents :-) [/QUOTE]
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