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What are your world Races?
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<blockquote data-quote="DMZ2112" data-source="post: 6417185" data-attributes="member: 78752"><p>I have three homebrew settings: </p><p></p><p>- One has only the six AD&D2 PHB PC races plus dragonborn (all the humanoids from the D&D5 MM are in attendance as monster races, as that's the system I use to run this setting),</p><p>- The second has every PC race ever released for D&D along with most every monstrous humanoid race available to PCs (it started out as a D&D4 setting but is now very Pathfinder, thanks in part to the ARG), and </p><p>- The third has modified versions of humans, dwarves, high elves, half-elves, and halflings and five custom races: two kinds of cat people (forest and plains), plant people, undead people, and demon people. Lately I've been mapping these to wood elf, half-orc, gnome, aasimar, and tiefling in 13th Age, due to an unplanned but happy coincidence. 13th Age has also got me thinking how I might incorporate dark elves, dragonspawn, and forgeborn just to fill out the dance card. The only monstrous humanoids are mutant humans that have taken on bestial aspect.</p><p></p><p>In the first world, I justify exclusion by the fact that I explicitly run D&D5 Basic, with some optional rules from the PHB. I don't expect folks to forgo their half-elves, and I love dragonborn, but I draw the line at populous half-orcs and tieflings. The net result, including monstrous humanoids, is pretty standard D&D so I don't get a lot of disbelief at the table. You didn't ask about this specifically, but in this setting settlements tend to be homogenous, with few representatives from other races.</p><p></p><p>In the second world, I don't have to justify exclusion because I've done very little of it, by design. The world is crowded, but I've mitigated this somewhat by grouping the individual races into societies -- for instance, tieflings, humans, and halflings make up one society; bugbears, hobgoblins, and goblins a second; and dragonborn, lizardfolk, and kobolds a third. Play here tends to be political, or have strong political undercurrents, because of the struggle for space. I definitely don't handwave the conflict. Settlements in this setting tend to be heterogeneous, because most hubs of civilization have found themselves under different proprietorship several times throughout history.</p><p></p><p>In the third world, I'm basically running baseline 13th Age, so I'm not sure there's much justification to do in any case. There's still a strong undercurrent of interracial conflict, however, as a central concept is that some races are native to the world and others are not. Generally, if you're fighting a humanoid, it's probably a member of another PC race -- the mutants are pretty thin on the ground in most eras. The makeup of settlements depdends on the era, as well, but in general native settlements tend to be homogenous while invader settlements are heterogeneous for the invader races but almost never host natives.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6417185, member: 78752"] I have three homebrew settings: - One has only the six AD&D2 PHB PC races plus dragonborn (all the humanoids from the D&D5 MM are in attendance as monster races, as that's the system I use to run this setting), - The second has every PC race ever released for D&D along with most every monstrous humanoid race available to PCs (it started out as a D&D4 setting but is now very Pathfinder, thanks in part to the ARG), and - The third has modified versions of humans, dwarves, high elves, half-elves, and halflings and five custom races: two kinds of cat people (forest and plains), plant people, undead people, and demon people. Lately I've been mapping these to wood elf, half-orc, gnome, aasimar, and tiefling in 13th Age, due to an unplanned but happy coincidence. 13th Age has also got me thinking how I might incorporate dark elves, dragonspawn, and forgeborn just to fill out the dance card. The only monstrous humanoids are mutant humans that have taken on bestial aspect. In the first world, I justify exclusion by the fact that I explicitly run D&D5 Basic, with some optional rules from the PHB. I don't expect folks to forgo their half-elves, and I love dragonborn, but I draw the line at populous half-orcs and tieflings. The net result, including monstrous humanoids, is pretty standard D&D so I don't get a lot of disbelief at the table. You didn't ask about this specifically, but in this setting settlements tend to be homogenous, with few representatives from other races. In the second world, I don't have to justify exclusion because I've done very little of it, by design. The world is crowded, but I've mitigated this somewhat by grouping the individual races into societies -- for instance, tieflings, humans, and halflings make up one society; bugbears, hobgoblins, and goblins a second; and dragonborn, lizardfolk, and kobolds a third. Play here tends to be political, or have strong political undercurrents, because of the struggle for space. I definitely don't handwave the conflict. Settlements in this setting tend to be heterogeneous, because most hubs of civilization have found themselves under different proprietorship several times throughout history. In the third world, I'm basically running baseline 13th Age, so I'm not sure there's much justification to do in any case. There's still a strong undercurrent of interracial conflict, however, as a central concept is that some races are native to the world and others are not. Generally, if you're fighting a humanoid, it's probably a member of another PC race -- the mutants are pretty thin on the ground in most eras. The makeup of settlements depdends on the era, as well, but in general native settlements tend to be homogenous while invader settlements are heterogeneous for the invader races but almost never host natives. [/QUOTE]
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