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Yes to factionalism. No to racism.
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<blockquote data-quote="Yaarel" data-source="post: 8488555" data-attributes="member: 58172"><p>As a rule of thumb.</p><p></p><p>The DM might have three communities in mind, in detail, including internal factions and respective prominent backgrounds. Plus ten more communities with a superficial impression. A DM can handwaive (even ignore) other communities beyond the thirteen.</p><p></p><p>If it is a world setting, the thirteen communities might be the prominent species. If it is a regional setting, the communities might be the prominent nations. If a local setting, the communities might be the prominent institutions. It depends on the setting.</p><p></p><p>Start small, and work outward from there, as the players explore and engage the diversity.</p><p></p><p>Note, Strixhaven is a local setting with five main communities. But as DM I would still only focus on three of them in detail. The other two I would engage less. Later on, I might swap which three I am paying close attention to.</p><p></p><p></p><p></p><p>With regard to the Players Handbook, I prefer the core rules to be as setting-agnostic as possible.</p><p></p><p>In the core rules, setting-specific backgrounds seem less helpful. I am comfortable with a list of (thirteen?) flexible medieval backgrounds in the Players Handbook. I might update it to add Farmer, Oracle, and a magical background. Also showcase the very different kinds of "asset" that each background can offer, including spell knowledge. Then add a note that the DM may have other backgrounds available and also grant benefits for a background depending on the adventure setting.</p><p></p><p>I am glad the designers now emphasize the cultures of each species depends on the setting. The drow cultures in one region of Forgotten Realms might be different from the drow cultures in an other region of Forgotten Realms, nevermind in Eberron and in Dark Sun.</p><p></p><p>I like cultural details in a setting guide or an adventure book, and culture-building tools in the DMs Guide.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8488555, member: 58172"] As a rule of thumb. The DM might have three communities in mind, in detail, including internal factions and respective prominent backgrounds. Plus ten more communities with a superficial impression. A DM can handwaive (even ignore) other communities beyond the thirteen. If it is a world setting, the thirteen communities might be the prominent species. If it is a regional setting, the communities might be the prominent nations. If a local setting, the communities might be the prominent institutions. It depends on the setting. Start small, and work outward from there, as the players explore and engage the diversity. Note, Strixhaven is a local setting with five main communities. But as DM I would still only focus on three of them in detail. The other two I would engage less. Later on, I might swap which three I am paying close attention to. With regard to the Players Handbook, I prefer the core rules to be as setting-agnostic as possible. In the core rules, setting-specific backgrounds seem less helpful. I am comfortable with a list of (thirteen?) flexible medieval backgrounds in the Players Handbook. I might update it to add Farmer, Oracle, and a magical background. Also showcase the very different kinds of "asset" that each background can offer, including spell knowledge. Then add a note that the DM may have other backgrounds available and also grant benefits for a background depending on the adventure setting. I am glad the designers now emphasize the cultures of each species depends on the setting. The drow cultures in one region of Forgotten Realms might be different from the drow cultures in an other region of Forgotten Realms, nevermind in Eberron and in Dark Sun. I like cultural details in a setting guide or an adventure book, and culture-building tools in the DMs Guide. [/QUOTE]
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