Nifft said:...no-one wants to stay at the Brimstone Bed & Breakfast.
Cheers, -- N
Tonguez said:3. Gnomes ought to be the dominant species
boerngrim said:Hi
When I'm on the player side of the table, I find I do tend to play characters other than human. I believe its because when I play I want to escape from myself for a time and be something different, though not completely alien. Elves, dwarves, halflings etc. are different enough from me and other real world people to be exciting, but close enough to human to be relatable.
Thanks.
The Green Adam said:How about you? What is your experience with this and why do you think this is? Or, have almost all your PCs been human as most campaign groups are said to be?
Tonguez said:1. There is no inherent reason why races as distinct as gnomes and elfs should want to together to eradicate humans than they would work with humans to eradicate dwarfs. So really a straight us and them split between humans and non-humans isn't really valid in a world with multiple distinct races as its more us vs them and them and them which means humans are not necessarily a minority (nor are they necessarily a majority)
Tonguez said:2. I've always embraced the human adaptability argument as to why humans are successful. Lets compare humans dwarfs and elfs.
Elfs on the other hand are hugely mutable. Upon entering a new environmnet they do not adapt as humans do nor do they endure like dwarfs, instead Elfs 'evolve' in less than a couple of generations an entirely new species has developed to live in the particular environmental niche. It is a viable strategy in a magical world but does not lend itself to species consistency and loyalty
Tonguez said:3. Gnomes ought to be the dominant species
HelloChristian said:This has been my experience, too, and I think it's a good example of why settings that feature humano-centric feudal governents are silly. In a fantasy setting, there are LOTS of sentient races that can easily act as a check to the expansion of humanity. Hooray for the Points of Lights concept in 4e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.