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<blockquote data-quote="Iron_Chef" data-source="post: 1001543" data-attributes="member: 4530"><p><strong>Re: Re: Re: Re: Re: Give credit where credit is due department</strong></p><p></p><p></p><p></p><p>They may be "integral" but they are marginalized in the current official settings (GH and FR), which are strongly humanocentric, as humans and human kingdoms far outnumber and outpower the demihumans. The demihumans are in decline everywhere, and have retreated to Evermeet or otherwise isolated themselves from humans. So I must strongly disagree that my game is not in keeping with the mainstream of D&D. </p><p></p><p>IMC, Demihumans still exist, but generally must be sought out in remote areas, where the seeker will be faced with a certain amount of paranoia and suspicion by the demihumans. Humans bring trouble, either directly or indirectly, and must be proven to be a friend to that particular demihuman people (or clan or other subset) before being accepted and receiving hospitality or trade. There are a few demihumans in major human cities, but they are generally considered insane by their people, or are outlaws, or are forced to deal with humans so others of their race won't have to (such as a dwarven merchant consortium who likes human coin but hates humans--they need a dwarf to run things and make sure that their human "frontman" isn't double-dealing them).</p><p></p><p>Frankly, I hardly think demihumans are necessary at all to the enjoyment of a good D&D game. IMO, they serve more to distract from a quality setting than add anything of substantive value. Frex, them pesky gnomes could have (should have) been removed entirely, as the original 3e design team considered doing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1001543, member: 4530"] [b]Re: Re: Re: Re: Re: Give credit where credit is due department[/b] They may be "integral" but they are marginalized in the current official settings (GH and FR), which are strongly humanocentric, as humans and human kingdoms far outnumber and outpower the demihumans. The demihumans are in decline everywhere, and have retreated to Evermeet or otherwise isolated themselves from humans. So I must strongly disagree that my game is not in keeping with the mainstream of D&D. IMC, Demihumans still exist, but generally must be sought out in remote areas, where the seeker will be faced with a certain amount of paranoia and suspicion by the demihumans. Humans bring trouble, either directly or indirectly, and must be proven to be a friend to that particular demihuman people (or clan or other subset) before being accepted and receiving hospitality or trade. There are a few demihumans in major human cities, but they are generally considered insane by their people, or are outlaws, or are forced to deal with humans so others of their race won't have to (such as a dwarven merchant consortium who likes human coin but hates humans--they need a dwarf to run things and make sure that their human "frontman" isn't double-dealing them). Frankly, I hardly think demihumans are necessary at all to the enjoyment of a good D&D game. IMO, they serve more to distract from a quality setting than add anything of substantive value. Frex, them pesky gnomes could have (should have) been removed entirely, as the original 3e design team considered doing. :p [/QUOTE]
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