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Worlds & Monsters: humans are boring??
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<blockquote data-quote="kennew142" data-source="post: 4022271" data-attributes="member: 18490"><p>I'm pretty sure that I wouldn't have used the word <em>boring</em>. But when I read those sections of W&M, it seemed to me that they were talking how the assumed D&D world in previous editions had always been so humanocentric that non-human races felt like aliens. How many non-human nations were there in Greyhawk? What percentage of the total were they? It's the same in the Forgotten Realms. Almost every nation and region is dominated by human kingdoms.</p><p></p><p>In Eberron, the designers finally integrated non-humans into the greater society. Race is less consequential than nationality.</p><p></p><p>The new concept seems almost like Star Trek to me. All the PHB races are assumed to be normal in the setting. The reason that tieflings are not killed on sight in the assumed setting is that tieflings are normal members of that society. The last empire may have been human dominated, but other races (including tieflings and dragonborn) were fully integrated. </p><p></p><p>Making non-human races normal within the conceits of the assumed world makes them more a part of the world. Players of said characters can feel part of the same community as the players of human characters. They (and any NPC relations) are not oddities.</p><p></p><p>This concept isn't actually new to 4e. In 3e, the DMG talked about integrated communities, but the assumed setting (Greyhawk) was as humanocentric as Gygax had originally envisioned.</p><p></p><p>My own 4e homebrew will be less a true PoL setting and more similar to Eberron. Nations still exist and they are still dominated by one race, but other races are considered normal in the setting. I'm looking forward to it. As a historian and classicist, my homebrews have always been more simulationist in concept, drawing from history and relegating non-humans to the margins of the campaign world. </p><p></p><p>My design concept for the next setting will be more in line with the assumed D&D world. In part, this is because I've been inspired by the previews; in part, because I've decided to do something new; and in part, because my style has become more narrativist in the past few years.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4022271, member: 18490"] I'm pretty sure that I wouldn't have used the word [I]boring[/I]. But when I read those sections of W&M, it seemed to me that they were talking how the assumed D&D world in previous editions had always been so humanocentric that non-human races felt like aliens. How many non-human nations were there in Greyhawk? What percentage of the total were they? It's the same in the Forgotten Realms. Almost every nation and region is dominated by human kingdoms. In Eberron, the designers finally integrated non-humans into the greater society. Race is less consequential than nationality. The new concept seems almost like Star Trek to me. All the PHB races are assumed to be normal in the setting. The reason that tieflings are not killed on sight in the assumed setting is that tieflings are normal members of that society. The last empire may have been human dominated, but other races (including tieflings and dragonborn) were fully integrated. Making non-human races normal within the conceits of the assumed world makes them more a part of the world. Players of said characters can feel part of the same community as the players of human characters. They (and any NPC relations) are not oddities. This concept isn't actually new to 4e. In 3e, the DMG talked about integrated communities, but the assumed setting (Greyhawk) was as humanocentric as Gygax had originally envisioned. My own 4e homebrew will be less a true PoL setting and more similar to Eberron. Nations still exist and they are still dominated by one race, but other races are considered normal in the setting. I'm looking forward to it. As a historian and classicist, my homebrews have always been more simulationist in concept, drawing from history and relegating non-humans to the margins of the campaign world. My design concept for the next setting will be more in line with the assumed D&D world. In part, this is because I've been inspired by the previews; in part, because I've decided to do something new; and in part, because my style has become more narrativist in the past few years. [/QUOTE]
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