molonel said:If I played in a game where the DM considered himself imaginative enough to roleplay dragons, gods, monsters of all kinds and every NPC we encountered, but I wasn't allowed to play a dwarf because I simply can't fathom the intricacies of roleplaying a non-human race, I think I'd start looking for another game.
My campaign philosophy is similar to that of the Dungeon Crawl Classics: "Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere."
In other words, non-human NPCs are there to elicit wonder, horror, and combat. Roleplaying is at a minimum. Non-human NPCs are merely part of the setting and thus do not require more than a mere modicum of role-playing. Contrast that with a PC, who has to be role-played for hours on end, week after week, year after year. Further, PCs tend to have similar goals: acquiring experience points and treasures. As a Judge I can make an NPC do something so bizarre and off the wall as to make no rational sense, but if a PC were to do that, the player would probably have to roll-up a new character in short order.
The very structure of the game virtually guarantees that PCs have to be played as humans, otherwise they'd not be successful. But the Judge's NPCs are a dime-a-dozen, since he can call upon any number of them, allowing the Judge freedom to have the NPCs do things that no sane PC would ever do.