D&D players like novelty and are faddish like everyone else. In the Late 80's early 90's it was "All Elves, All the Time." compounded by the unbalanced cheese in the Complete Book of Elves.I'll admit I'm an old school D&D player/DM. I've never discounted a player idea in osr or 5e, but I still wonder. Turtle people (tortles) flying people (aarokara), dragon people (dragonborn)... and so on.
Why do people chose these races?
To me, elves and dwarves have a human element. But Turtle people, and cat people and demon people and dragon people seem like the new normal. Do people who play D&D now, feel more comfortable with role-playing animalistic type characters than before?
It is kind of off-putting when your player party is a bunch of bird people, elephant people, demon people, cat people... and so on. I mean are humans even relevant in D&D anymore?
Is it a role-playing thing, or just a ability bonus power-up thing?
is the normal for D&D 5e is ampthormorophic / furry role-playing? I don't think I've ever ran a group that had a single human in it.
Heck novelty is a core element of both our hobby and the basis of sales. Tasha's Cauldron is nothing but a book of "shiny new toys." and sells a lot of copies.
OTOH Some years back my gaming group the one I played in not ran had a hard ban on anthropomorphic animal characters and not allowing or seeing "weird" stuff was the default.
Another group allowed cat people, something I've played now and again way back even before Thundercats .
It just depends.
Now as a DM my solution is just to limit non humans to suit my game needs. Often its 1 per 5 players or just half elves /ones that look human or sometimes none at all .
All huge diversity of people play this hobby and in many places with a little effort finding people that like what you like. The solution for not enjoying a trend in D&D is to build your group with those like minded folks.
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