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<blockquote data-quote="Sarellion" data-source="post: 2876030" data-attributes="member: 6254"><p>The times i played D&D I remeber most people playing humans in humanocentric settings. Our AE campaign has quite a lot of faen but that´s because we work for a faen kingdom as spies in our setting.</p><p></p><p>In my homebrew system most people play or played a wild mix of races. Ok , most of them are of the pointy ears faction actually. </p><p></p><p>The setting has the usual suspects and a few own races. Our groups visited three continents, one of them with quite a few more races than the standard continent and one with different but less races. Humans are the majority of the total world population but not necessarily the ruling elite. There are also powerful kingdoms with a majority of nonhumans. On the most played continent the human empire is actually one of the weaker ones as it suffered through several civil wars. Some races came from other worlds in a long gone age as servant people of two ancient races that later dissappeared (one of them killed, the other ascended). </p><p></p><p>In the ten years the setting existed we had about 83 characters + 6 one shot guest appearances.</p><p></p><p>17 were humans, 6 elves, 8 wood elves (bit sturdier but with less manual dex), 8 dark elves, 18 characters of different catfolk races (from cat to lion), 4 snakemen (lizard casters), 4 flying lizardmen, 5 Somai (a gengineered human subrace, geared for spellcasting), one orc, one troll (more Eathdawn/Sr than D&D), one minotaur, two half-elves, three dalasians, a solemn and contemplative psionic race, four dwarves and three Vendes. These are tribal, animistic people connected to the natural world. They differed mostly in their green skin color ,no body hair, empathic attunement to plants and being able to see and interact with spirits.. </p><p></p><p>The main continent has humans, elves, half-elves, lizardfolk, catfolk, orcs, trolls, vendes, dalasians and dwarves. </p><p>I was actually surprised that we had so many humans, most groups felt quite elf heavy but most of the humans were actually characters that only lasted a few game evenings (interim groups that were played for a change mostly). </p><p></p><p>The game is quite caster heavy, spellcasting offers many options and adding a weapon to a mage is expensive but feasible in higher point(level) games. </p><p>That´s probably why many people took dark elves. They fit quite nicely in that niche of nimble fighter and combat mage, both popular character types. The high number of snakemen are all from the early incarnations of the game and were good spellcasters but very alien in their thoughts, very slooowww in movement and initiative and very rare. They are all from the same player who took a powergamer approach to them and forgot the alien mindset. He turned them into some kind of weed smoking tinker gnomes. So I later left them as a NPC race. </p><p>The dwarves were quite unpopular in the earlier incarnations of the game, before some rule changes they were only mediocre fighters and people tended to overlook the nontraditional possibilities. But with their nimble fingers and their stubborn will, they took the role of archers and are quite good in spellcasting too. Human characters are a very diverse lot with priests, fighter types and spellcasters.</p><p>Interestingly enough when I opened another continent and started new group we always had two out of five people playing panther people. I think it was mostly the style.</p><p></p><p>What I´ve never seen from the races which were there in the beginning were normal lizardfolk. The psionic dalasians also ever really appealed to people. I think all of them were taken as the optimal choice from a numbercrunching point of view. At least none of them were from original dalasian lands but immigrants living in human lands. The Vendes were actually taken for style or to play spirit warriors or shamans.</p><p></p><p>The elves were mostly the kind of character most people would expect, spellwielding or shooting types. Half-Elves were rare and only stayed for a few sessions(campaign stopped or player lost interest). </p><p></p><p>I think the races shifted in the years, resulting out of rule changes and the more the group explored different kinds of possible characters. Some choices were weak in the beginning or were not introduced, humans for example were (perceived as) weak and turned into more interesting choices later. </p><p>The most recent group has a dalasian psion who wants to test out the psionic rules as a PC instead of being at the receiving end, one human and one elven combat mage who try to supplement their feeble spellcasting with their weak melee attacks, one orc tribal warrior who tests the revised and expanded tribal warrior rules and one elven priestess of the goddess of love who likes to play odd characters.</p><p></p><p>I think that another important factor in our elven centric campaigns that most people liked sometthing different than human but not too different. Elves and dwarves and other near humans were ideal for that and I think the catfolk fell into that category, too. The odd choices were it´s hard to play properly or where you didn´t have some kind of established rolemodel were rather unappealing.</p></blockquote><p></p>
[QUOTE="Sarellion, post: 2876030, member: 6254"] The times i played D&D I remeber most people playing humans in humanocentric settings. Our AE campaign has quite a lot of faen but that´s because we work for a faen kingdom as spies in our setting. In my homebrew system most people play or played a wild mix of races. Ok , most of them are of the pointy ears faction actually. The setting has the usual suspects and a few own races. Our groups visited three continents, one of them with quite a few more races than the standard continent and one with different but less races. Humans are the majority of the total world population but not necessarily the ruling elite. There are also powerful kingdoms with a majority of nonhumans. On the most played continent the human empire is actually one of the weaker ones as it suffered through several civil wars. Some races came from other worlds in a long gone age as servant people of two ancient races that later dissappeared (one of them killed, the other ascended). In the ten years the setting existed we had about 83 characters + 6 one shot guest appearances. 17 were humans, 6 elves, 8 wood elves (bit sturdier but with less manual dex), 8 dark elves, 18 characters of different catfolk races (from cat to lion), 4 snakemen (lizard casters), 4 flying lizardmen, 5 Somai (a gengineered human subrace, geared for spellcasting), one orc, one troll (more Eathdawn/Sr than D&D), one minotaur, two half-elves, three dalasians, a solemn and contemplative psionic race, four dwarves and three Vendes. These are tribal, animistic people connected to the natural world. They differed mostly in their green skin color ,no body hair, empathic attunement to plants and being able to see and interact with spirits.. The main continent has humans, elves, half-elves, lizardfolk, catfolk, orcs, trolls, vendes, dalasians and dwarves. I was actually surprised that we had so many humans, most groups felt quite elf heavy but most of the humans were actually characters that only lasted a few game evenings (interim groups that were played for a change mostly). The game is quite caster heavy, spellcasting offers many options and adding a weapon to a mage is expensive but feasible in higher point(level) games. That´s probably why many people took dark elves. They fit quite nicely in that niche of nimble fighter and combat mage, both popular character types. The high number of snakemen are all from the early incarnations of the game and were good spellcasters but very alien in their thoughts, very slooowww in movement and initiative and very rare. They are all from the same player who took a powergamer approach to them and forgot the alien mindset. He turned them into some kind of weed smoking tinker gnomes. So I later left them as a NPC race. The dwarves were quite unpopular in the earlier incarnations of the game, before some rule changes they were only mediocre fighters and people tended to overlook the nontraditional possibilities. But with their nimble fingers and their stubborn will, they took the role of archers and are quite good in spellcasting too. Human characters are a very diverse lot with priests, fighter types and spellcasters. Interestingly enough when I opened another continent and started new group we always had two out of five people playing panther people. I think it was mostly the style. What I´ve never seen from the races which were there in the beginning were normal lizardfolk. The psionic dalasians also ever really appealed to people. I think all of them were taken as the optimal choice from a numbercrunching point of view. At least none of them were from original dalasian lands but immigrants living in human lands. The Vendes were actually taken for style or to play spirit warriors or shamans. The elves were mostly the kind of character most people would expect, spellwielding or shooting types. Half-Elves were rare and only stayed for a few sessions(campaign stopped or player lost interest). I think the races shifted in the years, resulting out of rule changes and the more the group explored different kinds of possible characters. Some choices were weak in the beginning or were not introduced, humans for example were (perceived as) weak and turned into more interesting choices later. The most recent group has a dalasian psion who wants to test out the psionic rules as a PC instead of being at the receiving end, one human and one elven combat mage who try to supplement their feeble spellcasting with their weak melee attacks, one orc tribal warrior who tests the revised and expanded tribal warrior rules and one elven priestess of the goddess of love who likes to play odd characters. I think that another important factor in our elven centric campaigns that most people liked sometthing different than human but not too different. Elves and dwarves and other near humans were ideal for that and I think the catfolk fell into that category, too. The odd choices were it´s hard to play properly or where you didn´t have some kind of established rolemodel were rather unappealing. [/QUOTE]
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