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Playable races: few or plenty, common or variable, native or outsiders?
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<blockquote data-quote="Voadam" data-source="post: 8541902" data-attributes="member: 2209"><p>Answering as a DM.</p><p></p><p>As a player I enjoy exploring options and have played out there things like a being of positive energy or a fiendish troll but I am also perfectly fine playing by the book options.</p><p></p><p>Depends on the campaign.</p><p></p><p>In my last 5e campaign I was running the Pathfinder gothic horror adventure path set in my homebrew mashup setting which includes a lot of Paizo's Golarion.</p><p></p><p>I said explicitly at character creation that I was going for a theme of PCs as more human and less alien at base to match up to the thematics of Gothic Horror. That said I had elves and dwarves and orcs deeply integrated in the setting background.</p><p></p><p>The party bought into the concept and went with mostly humans but also a half-elf and half-orc that tied into the campaign and setting themes well. This worked out well.</p><p></p><p>In contrast when I ran my <a href="https://www.enworld.org/threads/death-in-freeport.210176/" target="_blank">3.5 Freeport game</a> in the same homebrew world I dove deep into the mercantile cross-roads aspect and opened it up to most any resource I had as long as it fit the thematics I preferred then (half races were actually subraces or special situations and not hybrids, stuff with redoing subtypes, etc.)</p><p></p><p>The more monstrous and universally adversarial the race is in the setting the more I would foresee having a hard time integrating a PC into a campaign. I had a player considering a bugbear PC in my current game and I was just foreseeing it being a problem in a way that I did not for the Kobold PC, based on the ways I saw the two races in the setting. In Eberron with their specific background it would have been a bit different for a bugbear PC.</p><p></p><p>I come from a Moldvay B/X background and I am completely comfortable with no stat adjustments/differences from race. Things like languages and proficiencies seem more like cultural backgrounds than racial ones to me in general.</p><p></p><p>I am a big fan of reskinning things. In my current 5e campaign I have a player whose mechanical warforged artificer PC is reskinned into a literal high tech robot and I had a human druid PC reskinned into a White Wolf Werewolf the Apocalypse werewolf who was a werewolf wolf who turns into a human. I do not think I would have a problem with someone wanting to use mountain dwarf mechanics for their hill dwarf concept character.</p><p></p><p>Campaign dependent.</p><p></p><p>When I ran my <a href="https://www.enworld.org/threads/wildwood-red-in-tooth-and-claw-ooc.161551/" target="_blank">Wildwood</a> game set in the <a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound setting</a> it was explicitly make a native or make a character from most any setting people wanted with compatible mechanics for my game. The setting has an explicit Ravenloft style drag in characters from other settings mechanic that is a big part of the setting.</p><p></p><p>When I ran Ravenloft I had both natives and PCs from different campaign settings.</p><p></p><p>Normally I set up campaigns though with players already hooked into it locally in some way so the characters are natives in some way even if their race is exotic. My Wildwood game and the Ravenloft games were specifically different.</p><p></p><p></p><p>Usually I would be fine with reskinning the mechanics of different world versions I think are mechanically ok. The campaign and player preferences would generally determine narratives.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8541902, member: 2209"] Answering as a DM. As a player I enjoy exploring options and have played out there things like a being of positive energy or a fiendish troll but I am also perfectly fine playing by the book options. Depends on the campaign. In my last 5e campaign I was running the Pathfinder gothic horror adventure path set in my homebrew mashup setting which includes a lot of Paizo's Golarion. I said explicitly at character creation that I was going for a theme of PCs as more human and less alien at base to match up to the thematics of Gothic Horror. That said I had elves and dwarves and orcs deeply integrated in the setting background. The party bought into the concept and went with mostly humans but also a half-elf and half-orc that tied into the campaign and setting themes well. This worked out well. In contrast when I ran my [URL='https://www.enworld.org/threads/death-in-freeport.210176/']3.5 Freeport game[/URL] in the same homebrew world I dove deep into the mercantile cross-roads aspect and opened it up to most any resource I had as long as it fit the thematics I preferred then (half races were actually subraces or special situations and not hybrids, stuff with redoing subtypes, etc.) The more monstrous and universally adversarial the race is in the setting the more I would foresee having a hard time integrating a PC into a campaign. I had a player considering a bugbear PC in my current game and I was just foreseeing it being a problem in a way that I did not for the Kobold PC, based on the ways I saw the two races in the setting. In Eberron with their specific background it would have been a bit different for a bugbear PC. I come from a Moldvay B/X background and I am completely comfortable with no stat adjustments/differences from race. Things like languages and proficiencies seem more like cultural backgrounds than racial ones to me in general. I am a big fan of reskinning things. In my current 5e campaign I have a player whose mechanical warforged artificer PC is reskinned into a literal high tech robot and I had a human druid PC reskinned into a White Wolf Werewolf the Apocalypse werewolf who was a werewolf wolf who turns into a human. I do not think I would have a problem with someone wanting to use mountain dwarf mechanics for their hill dwarf concept character. Campaign dependent. When I ran my [URL='https://www.enworld.org/threads/wildwood-red-in-tooth-and-claw-ooc.161551/']Wildwood[/URL] game set in the [URL='https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596']Oathbound setting[/URL] it was explicitly make a native or make a character from most any setting people wanted with compatible mechanics for my game. The setting has an explicit Ravenloft style drag in characters from other settings mechanic that is a big part of the setting. When I ran Ravenloft I had both natives and PCs from different campaign settings. Normally I set up campaigns though with players already hooked into it locally in some way so the characters are natives in some way even if their race is exotic. My Wildwood game and the Ravenloft games were specifically different. Usually I would be fine with reskinning the mechanics of different world versions I think are mechanically ok. The campaign and player preferences would generally determine narratives. [/QUOTE]
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