Having Ancestries or not doesn't necessarily break the game. It's really more about the vibe you want out of your game. For me, removing ancestries is more about the expressed Sword & Sorcery vibe, which is mostly anthropocentric with a few exceptions (e.g., Elric and Corum), and I think that those non-human characters could just as easily be represented by Communities. Obviously if you want your S&S to be more D&D-esque (e.g., Primeval Thule), then you may want to add other ancestries. I believe that Kelsey Dionne has been on record as saying that she prefers mostly human-focused games since she likes the S&S genre.
Yeah, I'm a little less into early S&S and a little more into "classic dungeon crawling."
I think I like the split of "nature" vs "nurture" you get with ancestry/community (background). Some walk thoughts:
- Collapse communities down a bit, and provide d6 options of backgrounds on each echoing SD. Instead of an overarching ability, you can use your background to gain advantages / info on relevant stuff. I think the Communites could use a little refinement (it's not really what you're born into is it? Why is there an E there? they're kinda broad as written in a way that doesn't feel super fictionally appropriate sometimes) EG:
- Studied. You come from a background that involved dusty tomes, copying scrolls by dim candlelight, or the accumulation of specialized knowledge.
1.Cult Initiate. 2. Wizard's Apprentice. 3. Acolyte. 4. Minstrel. 5. Scholar. 6. Chirurgeon