Great topic, Mmadsen. I think monster palattes add a lot to a campaign. If each monster you use has a detailed place in your world, even a random encounter has more weight. There are two things I've needed to consider when using a tightly-defined monster palatte. First off, there are so many spells, class-abilities, and items that revolve around them, you're hurting yourself if you leave out the Undead. Second, if you use a tightly-defined palatte, you have to decide what Summoning spells will do (either summon creatures as normal, or create custom summon-lists)
My last campaign used a pulp-steampunk palatte, with the standard humanoid races slightly modified to fit steam-age roles. Lots of constructs, and yuan-ti priests in lost temples, that kind of thing. I used an Island of Dr Moreau inspired background for humanoid races, and called all the standard humanoids by animal names (bugbears were bear-men, goblins were monkey-men, hobgoblins were lion-men, that kind of thing). The idea has shown up in d20 modern now, but it worked better for me in the setting.
Currently, I'm trying a different direction in mondter palattes; I'm going entirely from scratch. Making up all my creatures as I go along. Many of them are just stat-blocks taken directly out of the MM and tweaked slightly, for sanity's sake (mine). It's been tricky, but it's great to be able to throw a monster at players who have no idea what it is.
My last campaign used a pulp-steampunk palatte, with the standard humanoid races slightly modified to fit steam-age roles. Lots of constructs, and yuan-ti priests in lost temples, that kind of thing. I used an Island of Dr Moreau inspired background for humanoid races, and called all the standard humanoids by animal names (bugbears were bear-men, goblins were monkey-men, hobgoblins were lion-men, that kind of thing). The idea has shown up in d20 modern now, but it worked better for me in the setting.
Currently, I'm trying a different direction in mondter palattes; I'm going entirely from scratch. Making up all my creatures as I go along. Many of them are just stat-blocks taken directly out of the MM and tweaked slightly, for sanity's sake (mine). It's been tricky, but it's great to be able to throw a monster at players who have no idea what it is.