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Worlds of Design: Same Humanoids, Different Forehead
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<blockquote data-quote="Tonguez" data-source="post: 8374376" data-attributes="member: 1125"><p>I agree that every race needs to be curated and GMs do need to have a narrative as to how they fit in the setting. For instance in one setting I dropped Orcs entirely allowed for Half-Orcs as an offshoot of Humans blessed by the Beasts gods. While they maintained their strength, fury and had bestial features (Tusk etc) they were still welcomed in Human settlements and many Lords sort them out as Elite Guards. I also dropped Elfs but allowed for Half-elfs reskinned as half-fey.</p><p></p><p>Of course is does mean that Human remains the standard against which other races are defined, I've tried to imagine a world with an 'Elf' standard or similar but it tends to be unsatisfying to me. My palette thus runs Human, Variant Human (Aquatic), Half-Human (Fey, Orc, Giant), Gnome, Goblin, Tabaxi</p></blockquote><p></p>
[QUOTE="Tonguez, post: 8374376, member: 1125"] I agree that every race needs to be curated and GMs do need to have a narrative as to how they fit in the setting. For instance in one setting I dropped Orcs entirely allowed for Half-Orcs as an offshoot of Humans blessed by the Beasts gods. While they maintained their strength, fury and had bestial features (Tusk etc) they were still welcomed in Human settlements and many Lords sort them out as Elite Guards. I also dropped Elfs but allowed for Half-elfs reskinned as half-fey. Of course is does mean that Human remains the standard against which other races are defined, I've tried to imagine a world with an 'Elf' standard or similar but it tends to be unsatisfying to me. My palette thus runs Human, Variant Human (Aquatic), Half-Human (Fey, Orc, Giant), Gnome, Goblin, Tabaxi [/QUOTE]
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