MGibster
Legend
For the most part, humans. In large part this is driven by my lack of interest in running any sort of fantasy game. I am perfectly fine making an entire fantasy race into bad guys for the purpose of having the PCs fight someone. But the group of people I typically game with won't attack orcs, goblins, or anyone else save undead on sight. They need some sort of evidence of provocation before their characters bash someone's skull in.Just wondering what villain race GMs are throwing at their players these days. Is it the classics of humans, orcs and goblins or something else?
For many years Nazis and zombies were the default enemies you could mow down guilt free. I'm not sure how long it'll be okay to designate cultist as the default bad guys. Ruthana Emrys' Roots certainly turns the Lovecraft's cult the Esoteric Order of Dagon on its ear by presenting them as just regular folk. To me at least, designating a cultist as the default bad guys is just as lazy if not quite as problematic. We have a long history of othering people for belonging to different groups after all.I am under the impression that many games/worlds/whatever with this mentality have adopted some form of cultist as a default bad guy to replace old-fashioned "evil" races.