Chaosmancer
Legend
Just as a point of order, as I was the one to first mention my Gnome Cleric, I would not bring that character to a Darksun game.
Not because of Gnomes not existing in the setting (I had no idea that was the case despite playing in the setting for 2+ years a few years back) but because there are no gods in Darksun, no divine magic, and therefore I couldn't play a character exploring his pantheon and religious secrets, which is the entire point of the character.
I've said it a few times, my biggest problem is with auto-bans that are in place simply because the DM can't accept a certain race since they didn't exist in the 2e version of the game or because a few players have played stupidly and happened to choose that race.
Let's take another example. Drow.
I altered the Drow in my homebrew, they are very secretive and withdrawn from the world, and they are not neccesarily evil. Instead Lolth is as close to a paranoid schizophrenic as I could write and that has trickled down into the entire community. Picture more gentlemen's disagreements with poisons and antidotes and a good laugh afterwards. I think it makes them more interesting, however, I'm nervous about letting players play a Drow because I don't think anyone of my current players would get it.
I have never stopped them from taking a Drow character, and if someone insisted I would allow it. The reason they haven't is because of light sensitivity and the lack of magical ways for Drow to overcome that. None of my players are willing to deal with that. If someone was willing to work with the mechanics then I'd let them go ahead, even though I'd be nervous about if the character could be played without issues at the table.
Not because of Gnomes not existing in the setting (I had no idea that was the case despite playing in the setting for 2+ years a few years back) but because there are no gods in Darksun, no divine magic, and therefore I couldn't play a character exploring his pantheon and religious secrets, which is the entire point of the character.
I've said it a few times, my biggest problem is with auto-bans that are in place simply because the DM can't accept a certain race since they didn't exist in the 2e version of the game or because a few players have played stupidly and happened to choose that race.
Let's take another example. Drow.
I altered the Drow in my homebrew, they are very secretive and withdrawn from the world, and they are not neccesarily evil. Instead Lolth is as close to a paranoid schizophrenic as I could write and that has trickled down into the entire community. Picture more gentlemen's disagreements with poisons and antidotes and a good laugh afterwards. I think it makes them more interesting, however, I'm nervous about letting players play a Drow because I don't think anyone of my current players would get it.
I have never stopped them from taking a Drow character, and if someone insisted I would allow it. The reason they haven't is because of light sensitivity and the lack of magical ways for Drow to overcome that. None of my players are willing to deal with that. If someone was willing to work with the mechanics then I'd let them go ahead, even though I'd be nervous about if the character could be played without issues at the table.