Vaalingrade
Legend
I was literally replying to Jack Daniel saying he couldn't conceive of another focus for the game and lamefan also stating his preference. Yet I'm the one that gets jumped for emphasis.
Fair enough. I just get the impression that some treat their preferences as more than just that. No one's favorite is inherently better than anyone else's, and sometimes I feel that needs to be emphasized.
I consider it a problem when GMs (and, in some cases, game systems) try to pawn off that work onto the players It's not their job.
There's not necessarily anything wrong with it. But flip the question around. Why is it more important that they be human than that the player gets to play what they're looking to play?
Honestly, if the only reason is because that's what the GM would prefer, then I think that's a bit of a problem. Is it an earth-shattering problem? No, of course not.
And I'm including your take on the bookkeeping element here....how can this be explained....as GM preference. It's really not much of an issue to have a tribe of people that was previously not widely known.
I tend to try not to restrict any of that stuff. I've come to realize over the years that homebrew worlds, generally speaking, aren't really all that compelling in and of themselves. They're not as unique and interesting as a GM tends to think. Can there be exceptions? Sure. Are most perfectly suitable? Sure. But most homebrew settings really don't make players say "Oh wow, I'm interested in this world and want to play in a game set there."
And I think that's part of the issue here. Whatever restrictions are placed on the player choices have to add up to a compelling enough world that the players no longer mind the restrictions.
The setting should be one suitable for play. That's its actual function. Being suitably detailed for a novel is not.
So, when things like "no drow as PCs" come up, if the reason is nothing more than "because I'm an old school GM and drow are evil NPCs only", that's not all that compelling.
So for me, any restriction tends to either need a strong reason, and one my players will agree is strong, or it comes up naturally as a result of play. For example, I really don't dig gnomes all that much. I don't really get them, they seem redundant with halflings, and I've only ever seen one interesting gnome character in all my years of D&D. But I don't restrict gnome PCs. But, when my players make their characters and none happen to be gnomes.....guess what race won't ever be making an appearance in the campaign?
This means that the players' choices are influencing things more than just my whim.
This is the logic I don't understand.But let's say I allow one addition to the list, it becomes canon for every game I run from now on that grey skinned Goliaths exist as a separate species. Is it earth shattering? No. But then someone else wants to play a tiefling, genasi or tabaxi. Pretty soon I have a kitchen sink campaign.
The DM makes dozens, hundreds of decisions about the campaign. I've explained why I made the decision I've made but really it just comes down to my vision of the world, my preference. I have a hard time taking kitchen sink campaigns seriously unless the DM has put thought into it. Changing my campaign world to a kitchen sink one would change the very nature of the game.
But let's say I allow one addition to the list, it becomes canon for every game I run from now on that grey skinned Goliaths exist as a separate species. Is it earth shattering? No. But then someone else wants to play a tiefling, genasi or tabaxi. Pretty soon I have a kitchen sink campaign. Thank goodness I had this rule during my 4E campaigns or I might have had to figure out how to include a ::shudder:: shardmind*.My campaign would feel distinctly different. Other than one player getting their way, I don't see anyone else who doesn't want to play non standard races benefiting. I know I don't benefit because I'll be less enthusiastic about my game. If I'm less enthusiastic about my game and campaign world I'll be worse as a DM.
I have no problem attracting and keeping players. Before session 0 I let people know a fair bit about the type of campaign I run and what races are allowed; also that they can ask. Sometimes we can come to a compromise sometimes the answer it's no. When it's happened the player adjusted their vision slightly to suit my vision or played one of the whitelisted races. Why does it matter if goliaths in my world can easily pass as (and effectively are) human? I'm not restricting anything else about their appearance. Other than "don't be evil" and "try to make a PC that will get along with a group" I have very few restrictions.
Specifically for goliaths? My campaign world is one where fire giants are literal big bads. Surtr, the god of fire giants, is destined one day to destroy the entire world. A gray skinned giant comes walking into town and some people are going to assume that they're related to fire giants and take what they think is appropriate action. I want the world to be realistic, I also don't want to deal with it.
I have no problem with you running a kitchen sink campaign, why the repeated questions on why I don't run one? I'm not picking on you per se. After all you weren't the one who said that a DM that restricts races makes the person feel "icky". But why do people care? We don't spend a lot of time arguing incessantly about whether we run a high or low magic world. Sometimes it comes up and I explain my thoughts on it and we move on.
Why trash people that make home worlds? I don't think my homebrew world is worth publishing but I enjoy it, several of my players have complimented me over the years on it. How "compelling" does something have to be that you are limited to - gasp - more than half a dozen races with options to potentially use the mechanical bits of a race not listed? How set are you on playing a kenku that you can't accept that they just aren't allowed and if you want to play in my game you'll have to choose a different option? If a player said that a game is not worth playing unless they can play X, to me it would be a bit of a red flag that they are unwilling to compromise and may not be a good fit for a group where compromise with other players will be inevitable.
Why do you feel compelled to state that homebrew worlds aren't special? They are special to the people that make them, isn't that enough? If you don't want to play in my game, that's fine. I'm not going to be the DM for everyone.
*Sentient walking rocks with roughly humanoid shapes for those that aren't aware.
No; but if it indeed isn't I'd count that as a major failing.have you considered that 5e is really not a zero to hero system?
If a DM is tired of Drow (as foes or PCs, whichever) it's pretty easy to reskin that as "No Drow in this game" and only have the players/PCs find out much later during play it's because Drow are pretty much extinct on this world - which is exactly what I've done in my current campaign; the background reason being that IMO Drow have been done to death as opponents and I wanted to use something different.So, when things like "no drow as PCs" come up, if the reason is nothing more than "because I'm an old school GM and drow are evil NPCs only", that's not all that compelling.
Assuming all involved want to keep some sense of mystery*, how can something designed by a group of people each acting at least partly in secret not end up rife with unintended contradictions?There's nothing "so called" about them. They work just fine. In fact, I'd say that they often tend to result in far less contradictions than worlds built almost entirely ahead of time.
No; but if it indeed isn't I'd count that as a major failing.