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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8421073" data-attributes="member: 7023887"><p>In my spelljammer campaign, I had a player that wanted to play a Mountain Dwarf that just rowed a Rowboat to the Rock of Bral at the beginning of the campaign. A completely normal, non-Spelljamming Rowboat that has no mode of propulsion. I went along with it, and the moment that his character was introduced quickly became one of the most referred-to moments of any campaign at my table. </p><p></p><p>Sometimes letting players do ridiculous things that don't fit the setting is the answer to having a ton of fun while playing. I definitely would allow a player to play any of these races in any of my Forgotten Realms campaigns. Maybe they're a Giff that was abandoned by their squadron on Toril because they broke their contract (maybe by attacking another Giff), maybe they're an Astral Elf that managed to get sucked into a portal from the Astral Plane to the Sword Coast, or they could be a Thri-Kreen that left their tribe to adventure amongst the "civilized races", a Hadozee that was pushed off of their Spelljamming ship while they were in the upper layers of the planet's atmosphere, and only survived by gliding all the way down to the surface, or are a Plasmoid that fell from the sky on an asteroid and grew up from its original egg/spore into its humanoid-ish form near a human(oid) settlement, which taught them everything they know.</p><p></p><p>Players are the outliers. Sometimes your group can have more fun by allowing any option to be playable, even if there isn't a lore-reason for them to exist in the world. You do you, but I think that you're being a bit reactionarily exclusive, when including these races as options could possibly improve your campaign.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8421073, member: 7023887"] In my spelljammer campaign, I had a player that wanted to play a Mountain Dwarf that just rowed a Rowboat to the Rock of Bral at the beginning of the campaign. A completely normal, non-Spelljamming Rowboat that has no mode of propulsion. I went along with it, and the moment that his character was introduced quickly became one of the most referred-to moments of any campaign at my table. Sometimes letting players do ridiculous things that don't fit the setting is the answer to having a ton of fun while playing. I definitely would allow a player to play any of these races in any of my Forgotten Realms campaigns. Maybe they're a Giff that was abandoned by their squadron on Toril because they broke their contract (maybe by attacking another Giff), maybe they're an Astral Elf that managed to get sucked into a portal from the Astral Plane to the Sword Coast, or they could be a Thri-Kreen that left their tribe to adventure amongst the "civilized races", a Hadozee that was pushed off of their Spelljamming ship while they were in the upper layers of the planet's atmosphere, and only survived by gliding all the way down to the surface, or are a Plasmoid that fell from the sky on an asteroid and grew up from its original egg/spore into its humanoid-ish form near a human(oid) settlement, which taught them everything they know. Players are the outliers. Sometimes your group can have more fun by allowing any option to be playable, even if there isn't a lore-reason for them to exist in the world. You do you, but I think that you're being a bit reactionarily exclusive, when including these races as options could possibly improve your campaign. [/QUOTE]
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