The rules should serve the game, not vice-versa

ConcreteBuddha said:
Yeah, I guess that makes sense if your campaign is centered on humans.



I personally am bored with games and settings that focus primarily on humans, such as Wheel of Time, 7th Sea and L5R. Even Forgotten Realms bugs me a little. (Look at the % of humans in each city in FR.) The quasi-medieval-human-European setting just doesn't work for me, but that is just a matter of taste.

I like settings that are more diverse (such as Planescape, which is almost as diverse as you can get.) The "docks" in your example could be run by water elementals and mephits. The "Lord" could be a half-celestial noble djinn.

Who is going to question a minotaur? :D

That's the style of game that we play. It makes for fun parties and fun encounters. You never really know who the villians are just by sight. Look, it's an X. In this type of world, maybe some of them are citizens of the town, and you don't slay them on sight. :p
 

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My games are all humans, all the time. But that's 'cause I enjoy historical settings. If I were running Dark Sun, I'd probably nix most of the 'traditional' non-humans, and not allow thri-kreen. Ravenloft would definitely see the departure of all the demi-humans.
 


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