Okie, I'm working on the details of my new campaign, and I've come to a point where I'm about to make some fairly big decisions that will limit the options the players have with a trade off in an interesting campaign world.
I'm just wondering if I am going too far.
Here are the basics:
1) Stealing an idea from someone on the boards, except in all but the most extreme, character based reasons, character classes will be divided along cultural lines.
2) There are no Elves, Dwarves, Halflings, Half-Orcs, Gnomes, or what-have-you. Strictly human campaigns.
3) No bards, no monks. Just don't fit.
4) No psionics.
Now, I'm envisioning a very rigid, idealized middle-ages, with a strong religious movement, a spin on monotheism with a few cults underground, slight prejudice against magic, whereas a more barbarian culture lives northward with a blend of Celtic and Nordic feel. The starting locations is on the boards, so all classes and people will be available. There is a strong undercurrent of undead throughout the campaign - in fact, one of the main arcs involves a God of the Dead slaying and 're-animating', on a celestial scale, the gods of mortals. I have various undead demon god children that represent the ultimate forms of the big undead critter types. So, lots of turning, lots of crypts, lots of secrets.
Including that the major god will be slain and 'raised' to follow the undead god, corrupting the Church - to the point where clerics of that god will be unable to turn undead once that happens. I'm really pleased with that one.
I think it will be an interesting campaign world to play in, but I worry that by taking so much away from my players, they will find it too limiting. What I am looking for is input from DMs who have built their own campaign worlds and limited player options, how the campaigns went and how the players reacted. IE, how much outside the standard D&D set can you, or do you, go?
Any advice would be helpful.
I'm also planning on emailing my group and seeing what they think - I'll post that when I get their responses.
Thanks!
I'm just wondering if I am going too far.

Here are the basics:
1) Stealing an idea from someone on the boards, except in all but the most extreme, character based reasons, character classes will be divided along cultural lines.
2) There are no Elves, Dwarves, Halflings, Half-Orcs, Gnomes, or what-have-you. Strictly human campaigns.
3) No bards, no monks. Just don't fit.
4) No psionics.
Now, I'm envisioning a very rigid, idealized middle-ages, with a strong religious movement, a spin on monotheism with a few cults underground, slight prejudice against magic, whereas a more barbarian culture lives northward with a blend of Celtic and Nordic feel. The starting locations is on the boards, so all classes and people will be available. There is a strong undercurrent of undead throughout the campaign - in fact, one of the main arcs involves a God of the Dead slaying and 're-animating', on a celestial scale, the gods of mortals. I have various undead demon god children that represent the ultimate forms of the big undead critter types. So, lots of turning, lots of crypts, lots of secrets.
Including that the major god will be slain and 'raised' to follow the undead god, corrupting the Church - to the point where clerics of that god will be unable to turn undead once that happens. I'm really pleased with that one.

I think it will be an interesting campaign world to play in, but I worry that by taking so much away from my players, they will find it too limiting. What I am looking for is input from DMs who have built their own campaign worlds and limited player options, how the campaigns went and how the players reacted. IE, how much outside the standard D&D set can you, or do you, go?
Any advice would be helpful.

I'm also planning on emailing my group and seeing what they think - I'll post that when I get their responses.
Thanks!