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<blockquote data-quote="TerraDave" data-source="post: 2032945" data-attributes="member: 22260"><p>Yes, and it has worked well--like a few other posters, I have an "Earthish" campaign borrowing heavily from RL geography and culture. Details in sig.</p><p></p><p></p><p></p><p>We don't have a single "kingdom of the elves", because of the Earthish nature of things, other races are assumed to live smaller dispersed communities--though certain regions might have (more of) a particular race or sub-race. Dwarves do have kingdoms, but more then one. </p><p></p><p>As mentioned above, keep a tab on languages--and be sure players know what is available and how this will be important. </p><p></p><p>We use language groups and dialects--Elves have a common language but multiple dialects for example. This allows for richer linguistics, but still keeps things simple enough in play: Someone from Florence would speak differently from someone from Paris, due to the dialects, but they still have a good chance to be able to communicate, and can learn to speak to one another eventually without any skill points being lost. </p><p></p><p>We also use regions and (sub)races to restrict starting class and available armor and weapons and some other equipment to make them a little more distinctive and important--but in practice things remain pretty flexible.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 2032945, member: 22260"] Yes, and it has worked well--like a few other posters, I have an "Earthish" campaign borrowing heavily from RL geography and culture. Details in sig. We don't have a single "kingdom of the elves", because of the Earthish nature of things, other races are assumed to live smaller dispersed communities--though certain regions might have (more of) a particular race or sub-race. Dwarves do have kingdoms, but more then one. As mentioned above, keep a tab on languages--and be sure players know what is available and how this will be important. We use language groups and dialects--Elves have a common language but multiple dialects for example. This allows for richer linguistics, but still keeps things simple enough in play: Someone from Florence would speak differently from someone from Paris, due to the dialects, but they still have a good chance to be able to communicate, and can learn to speak to one another eventually without any skill points being lost. We also use regions and (sub)races to restrict starting class and available armor and weapons and some other equipment to make them a little more distinctive and important--but in practice things remain pretty flexible. [/QUOTE]
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