I started with "little books" D&D and Traveller, and still enjoy random generation of characters. On the other hand, I also retain the idea from the original D&D set that a player can potentially play as virtually anything -- and a balrog, centaur, dragon, vampire or whatever is the product of a player starting with a concept (although I once had a table on which to roll that included monstrous types).
The campaign setup has a lot to do with what fits. D&D is usually "about" starting relatively weak and scoring points to increase power level by level. One can have players start as Lords, Wizards, High Priests and powerful monsters, but then the game has a different dynamic. If starting at low levels, then some "character concepts" are going to be more in the way of ambitions.
Game-mechanical limitations are pretty thin on the ground in OD&D, which does not have a lot in the way of rules of any sort and is not very concerned with the kind of balancing that is so important in some later games.
That latter kind of balancing becomes more significant, I think, as the campaign comes to focus more tightly on a small set of characters routinely operating together. That seems to happen almost inevitably with a small group of players.
Still, I have not found it too difficult to gauge things with the Mark I Eyeball and cook up a way to represent a given character in the game. Other games (Empire of the Petal Throne, Metamorphosis Alpha, The Arduin Grimoire, Villains and Vigilantes, etc.) sometimes come in handy as sources of inspiration.
Actually, it's been a long time ere last I had a player ask to bring in an unusual type; my current group is pretty conservative, favoring the "traditional" D&D races and classes.
The campaign setup has a lot to do with what fits. D&D is usually "about" starting relatively weak and scoring points to increase power level by level. One can have players start as Lords, Wizards, High Priests and powerful monsters, but then the game has a different dynamic. If starting at low levels, then some "character concepts" are going to be more in the way of ambitions.
Game-mechanical limitations are pretty thin on the ground in OD&D, which does not have a lot in the way of rules of any sort and is not very concerned with the kind of balancing that is so important in some later games.
That latter kind of balancing becomes more significant, I think, as the campaign comes to focus more tightly on a small set of characters routinely operating together. That seems to happen almost inevitably with a small group of players.
Still, I have not found it too difficult to gauge things with the Mark I Eyeball and cook up a way to represent a given character in the game. Other games (Empire of the Petal Throne, Metamorphosis Alpha, The Arduin Grimoire, Villains and Vigilantes, etc.) sometimes come in handy as sources of inspiration.
Actually, it's been a long time ere last I had a player ask to bring in an unusual type; my current group is pretty conservative, favoring the "traditional" D&D races and classes.