I've got a whopping three comments, which are..
1) Sounds neat.
2) I've always felt that limiting the elements of the fantastic was integral to creating a strong, flavorful campaign setting [what you restrict is just about as important as what you invent]. I understand why the rules take a kitchen-sink approach to fantasy, but I think most players really enjoy settings where they're is a more coherent overall feel/theme/background.
3) Remember, the most important choices to players, whether they admit that during character creation or not, aren't over class, race, feats or spells. They're the choices they make in game that have an impact on the world. Give players a dynamic story that responds to their actions --and not just the DM's script-- and they'll forgive just about any restriction...
1) Sounds neat.
2) I've always felt that limiting the elements of the fantastic was integral to creating a strong, flavorful campaign setting [what you restrict is just about as important as what you invent]. I understand why the rules take a kitchen-sink approach to fantasy, but I think most players really enjoy settings where they're is a more coherent overall feel/theme/background.
3) Remember, the most important choices to players, whether they admit that during character creation or not, aren't over class, race, feats or spells. They're the choices they make in game that have an impact on the world. Give players a dynamic story that responds to their actions --and not just the DM's script-- and they'll forgive just about any restriction...