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What Races (classes) do you allow or disallow in your campaign?
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<blockquote data-quote="GreenTengu" data-source="post: 7173623" data-attributes="member: 6777454"><p>Your problems are not with the particular race. You failed to demonstrate that anything about a particular race is the disruptive element. First, your problem has to do with ALIGNMENT.</p><p></p><p>If a town is under attack by a horde of zombies and they have a group of mercenaries consisting of a Warforged, a Kender, a Goblin, an Orc, a Githyanki and a Tinker Gnome who wander into town and then agree to help the town end this undead plague and get rid of the thing causing it, then you are off to the races. Nothing about the group is absolutely necessarily disruptive. And maybe the personalities and styles clash a bit, but so long as they are generally on the same page and the only Evil alignment is Lawful Evil and the only Chaotic alignment is Chaotic Good, things will generally progress fine.</p><p></p><p>But if you have a town under attack by a horde of zombies and you have a group of mercenaries consisting only of humans (or elves or dwarves or whatever you consider the "good guyest" race) come into town... and one agrees to help save them free of charge, another decides to take advantage of their desperate state to rob them, another ignores the danger and strips off all their clothes and run through the town naked before masterbating publicly in the town square and another basically just sits on his hands and refuses to engage with the danger no matter what.... well, your adventure is not going to progress despite the lack of "disruptive" races.</p><p></p><p>And any race can be any alignment. In fact, for those who are breeding races that must feed and raise their young and pass on skills to the next generation, it is stupid world building to ever assert that an entire race consists exclusively of selfish individuals who only look out for their own self-interest and actively try to do harm to all others around them at all opportunities... such a society could not function, even at a tribal level, that means even Orcs and Goblins MUST fundamentally act "good" to one another, at least often enough when the stakes are low enough that they manage to get enough members to survive to the next generation and raise that next generation to maturity. How they treat those outside their tribe is where they are going to exhibit their "evil" traits. That's the whole thing about alignment, fundamentally it cannot be about how you generally act towards members of your own social circle, your own kind, but must be expressed in how you act towards the greater populace of the world... but, I guess in a way, that would require reexamination of the Dwarf and Elf "good" alignment presumptions.</p><p></p><p>Anyway, point is-- you can have a Neutral Good Orc or a Chaotic Good Goblin or a Lawful Good Lizardfolk without fundamentally removing the aspects of their culture. </p><p></p><p>The Neutral Good Orc might still believe it is perfectly fine to cannibalize the body of fallen enemies or even allies to gain their strength because the spirit has already departed the body and just burying it and letting it rot or burning it would be a waste of the meat and thus disrespectful to the fallen warrior. And they might insist that they can hear the voices of the clouds and the rocks and the trees even though no one else can. And they might take any offer of comfort or rest as an insult, and instead insist on living in the roughest manner possible. But this same individual might be the first to step up to defend those smaller than themself and happily offer their healing abilities to those who are injured or tired and generally try to make friends with others and try to understand them across the cultural divide.</p><p></p><p></p><p>The second issue it seems likely that you have is that while you feel you have created your games rewards system in a "rational" way, in fact you have probably set it up in such a way that "bad" behavior is that which is most rewarded. I am guessing it is a situation where, given my previous example, it is clearly considerably easier to slay all the people in the town than to take on the zombie horde, pillaging the town would award far more gold, experience and equipment than defeating the zombie horde would and there are no actual consequences for having turned on the town and slaughtered every last person within it and similarly no real long-term rewards for having fought the Zombie horde.</p><p></p><p>I can't tell you how many times I have seen bad player behavior simply boil down to the understanding that the goal of the game is to collect as much experience and gold as possible and for players to have plenty of distance to look at the situation objectively aside from any actual morality (after all, the denizens of this fictional world are just numbers on a piece of paper), do some basic calculations and decide to take the easier and faster route towards acquiring those requisite experience points and gold to level up.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7173623, member: 6777454"] Your problems are not with the particular race. You failed to demonstrate that anything about a particular race is the disruptive element. First, your problem has to do with ALIGNMENT. If a town is under attack by a horde of zombies and they have a group of mercenaries consisting of a Warforged, a Kender, a Goblin, an Orc, a Githyanki and a Tinker Gnome who wander into town and then agree to help the town end this undead plague and get rid of the thing causing it, then you are off to the races. Nothing about the group is absolutely necessarily disruptive. And maybe the personalities and styles clash a bit, but so long as they are generally on the same page and the only Evil alignment is Lawful Evil and the only Chaotic alignment is Chaotic Good, things will generally progress fine. But if you have a town under attack by a horde of zombies and you have a group of mercenaries consisting only of humans (or elves or dwarves or whatever you consider the "good guyest" race) come into town... and one agrees to help save them free of charge, another decides to take advantage of their desperate state to rob them, another ignores the danger and strips off all their clothes and run through the town naked before masterbating publicly in the town square and another basically just sits on his hands and refuses to engage with the danger no matter what.... well, your adventure is not going to progress despite the lack of "disruptive" races. And any race can be any alignment. In fact, for those who are breeding races that must feed and raise their young and pass on skills to the next generation, it is stupid world building to ever assert that an entire race consists exclusively of selfish individuals who only look out for their own self-interest and actively try to do harm to all others around them at all opportunities... such a society could not function, even at a tribal level, that means even Orcs and Goblins MUST fundamentally act "good" to one another, at least often enough when the stakes are low enough that they manage to get enough members to survive to the next generation and raise that next generation to maturity. How they treat those outside their tribe is where they are going to exhibit their "evil" traits. That's the whole thing about alignment, fundamentally it cannot be about how you generally act towards members of your own social circle, your own kind, but must be expressed in how you act towards the greater populace of the world... but, I guess in a way, that would require reexamination of the Dwarf and Elf "good" alignment presumptions. Anyway, point is-- you can have a Neutral Good Orc or a Chaotic Good Goblin or a Lawful Good Lizardfolk without fundamentally removing the aspects of their culture. The Neutral Good Orc might still believe it is perfectly fine to cannibalize the body of fallen enemies or even allies to gain their strength because the spirit has already departed the body and just burying it and letting it rot or burning it would be a waste of the meat and thus disrespectful to the fallen warrior. And they might insist that they can hear the voices of the clouds and the rocks and the trees even though no one else can. And they might take any offer of comfort or rest as an insult, and instead insist on living in the roughest manner possible. But this same individual might be the first to step up to defend those smaller than themself and happily offer their healing abilities to those who are injured or tired and generally try to make friends with others and try to understand them across the cultural divide. The second issue it seems likely that you have is that while you feel you have created your games rewards system in a "rational" way, in fact you have probably set it up in such a way that "bad" behavior is that which is most rewarded. I am guessing it is a situation where, given my previous example, it is clearly considerably easier to slay all the people in the town than to take on the zombie horde, pillaging the town would award far more gold, experience and equipment than defeating the zombie horde would and there are no actual consequences for having turned on the town and slaughtered every last person within it and similarly no real long-term rewards for having fought the Zombie horde. I can't tell you how many times I have seen bad player behavior simply boil down to the understanding that the goal of the game is to collect as much experience and gold as possible and for players to have plenty of distance to look at the situation objectively aside from any actual morality (after all, the denizens of this fictional world are just numbers on a piece of paper), do some basic calculations and decide to take the easier and faster route towards acquiring those requisite experience points and gold to level up. [/QUOTE]
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