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	<title>Comments on: Only One Race in Fantasy RPGs</title>
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	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Say What? – Languages in D&#38;D — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-60732</link>
		<dc:creator>Say What? – Languages in D&#38;D — Dungeon&#039;s Master</dc:creator>
		<pubDate>Fri, 23 Sep 2011 13:40:11 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-60732</guid>
		<description>[...] the article Only One Race in Fantasy RPGs we talk about the unfortunate tendency to play every character, regardless of race, in exactly the [...]</description>
		<content:encoded><![CDATA[<p>[...] the article Only One Race in Fantasy RPGs we talk about the unfortunate tendency to play every character, regardless of race, in exactly the [...]</p>
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		<title>By: Adventure Hook: The Metamorphosis Curse — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-26430</link>
		<dc:creator>Adventure Hook: The Metamorphosis Curse — Dungeon&#039;s Master</dc:creator>
		<pubDate>Fri, 08 Oct 2010 17:37:14 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-26430</guid>
		<description>[...] Only One Race in Fantasy RPGs [...]</description>
		<content:encoded><![CDATA[<p>[...] Only One Race in Fantasy RPGs [...]</p>
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		<title>By: February 2010 Blog Roundup: Choice Bits : My Girlfriend is a DM</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-24525</link>
		<dc:creator>February 2010 Blog Roundup: Choice Bits : My Girlfriend is a DM</dc:creator>
		<pubDate>Sun, 05 Sep 2010 20:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-24525</guid>
		<description>[...] Myers of Dungeon’s Master calls for more diversity in character role-playing for the many races of RPGs. If cultural diversity can be found on a planet with only one (recognized) sentient species, then [...]</description>
		<content:encoded><![CDATA[<p>[...] Myers of Dungeon’s Master calls for more diversity in character role-playing for the many races of RPGs. If cultural diversity can be found on a planet with only one (recognized) sentient species, then [...]</p>
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	<item>
		<title>By: February 2010 Blog Roundup: Choice Bits &#171; My Girlfriend is a DM</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-12095</link>
		<dc:creator>February 2010 Blog Roundup: Choice Bits &#171; My Girlfriend is a DM</dc:creator>
		<pubDate>Mon, 01 Mar 2010 05:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-12095</guid>
		<description>[...] Myers of Dungeon’s Master calls for more diversity in character role-playing for the many races of RPGs. If cultural diversity can be found on a planet with only one (recognized) sentient species, then [...]</description>
		<content:encoded><![CDATA[<p>[...] Myers of Dungeon’s Master calls for more diversity in character role-playing for the many races of RPGs. If cultural diversity can be found on a planet with only one (recognized) sentient species, then [...]</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-11459</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Thu, 18 Feb 2010 14:04:09 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-11459</guid>
		<description>@MAK
You hit my point exactly. Your game shouldn&#039;t (and probably won&#039;t) be changed that radically if you eliminate some or all the fantasy races. Some of the best games I&#039;ve played were set in the &quot;real world&quot; which meant Humans only. It was refreshing not to have all the other races thrown in for once.

@Amelia
You&#039;re absolutely right that it comes down to the group and the players themselves. If the players are keen enough to take the time and role-play their character, including working in a back-story, then that&#039;s great. I find that this is the exception and not the norm (unfortunately).

@J. Shepherd
It sounds like you&#039;ve giving this a lot more thought than I have. Eventually we have to draw a line to keep things simple. The mechanics for race as they stand now are relatively simplified. Whether or not we choose to use them in our campaign or not is up to each DM. I think the kind of specific tailoring you&#039;ve described is an interesting topic to discus, but would be too complicate to implement. Thanks for the comment.

@MAK
The PC background options are quite diverse and provide PCs with a good basis to make their PC unique. The problem is that too few players bother to use this part of their character sheet when role-playing. They see it as another way to gain a mechanical bonus (+2) to a skill.

@Dan
I really like this approach. Explaining the &quot;racial&quot; difference as just offshoots of the parent race (Human in most cases) is a easy way to handle it that makes sense.</description>
		<content:encoded><![CDATA[<p>@MAK<br />
You hit my point exactly. Your game shouldn&#8217;t (and probably won&#8217;t) be changed that radically if you eliminate some or all the fantasy races. Some of the best games I&#8217;ve played were set in the &#8220;real world&#8221; which meant Humans only. It was refreshing not to have all the other races thrown in for once.</p>
<p>@Amelia<br />
You&#8217;re absolutely right that it comes down to the group and the players themselves. If the players are keen enough to take the time and role-play their character, including working in a back-story, then that&#8217;s great. I find that this is the exception and not the norm (unfortunately).</p>
<p>@J. Shepherd<br />
It sounds like you&#8217;ve giving this a lot more thought than I have. Eventually we have to draw a line to keep things simple. The mechanics for race as they stand now are relatively simplified. Whether or not we choose to use them in our campaign or not is up to each DM. I think the kind of specific tailoring you&#8217;ve described is an interesting topic to discus, but would be too complicate to implement. Thanks for the comment.</p>
<p>@MAK<br />
The PC background options are quite diverse and provide PCs with a good basis to make their PC unique. The problem is that too few players bother to use this part of their character sheet when role-playing. They see it as another way to gain a mechanical bonus (+2) to a skill.</p>
<p>@Dan<br />
I really like this approach. Explaining the &#8220;racial&#8221; difference as just offshoots of the parent race (Human in most cases) is a easy way to handle it that makes sense.</p>
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		<title>By: Dan</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-11092</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 12 Feb 2010 08:54:16 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-11092</guid>
		<description>Personally, i feel there is a fine line between some races in 4e that border more on cultural differences than true racial divisions.  Take for example the Elf/Eladrin/Drow group.  All 3 of these &quot;races&quot; share a common ancestry and were only concidered different in later additions of DnD, especially after the addition of the elven &quot;Crown Wars&quot; story backdrop.  Essentially, this article seems to mildly hint at a desire to regress back to the original version of DnD, wherein only the Elf and Dwarf races existed.  These two races were viewed primarily as class options in terms of game mechanics, while humans made up the clear majority of the PCs, differing only by their profession/role.  

As a DM, i too found the multitude of races available in the current edition DnD to be somewhat daunting in terms of socio-cultural intergration, but i think problems of this nature can be solved in fairly simplistic and cosmetic ways.  Instead of highlighting each 4e race as its own autonomous group or faction, try intergrating or grouping like races together to give a more culturally unified feel to your DnD world.  For example, the current campagin i DM takes place in a geographic region where mostly humans reside and i decided i really wanted to introduce a Longtooth Shifter into the PCs&#039; party (which by the way was already very diverse, having only one human PC in the group).  So, instead of showcasing the Shifter as a different race i decided to introduce him to the PCs as a human who&#039;s family was cursed with lycanthropy many generations ago.  This essentially solved the problem of too much racial diversity and was also a wonderful roll-playing tool to surprise the PCs with (when the NPC finally &quot;wolfed out&quot; on them after being bloodied in combat).  The &quot;fix&quot; was purly cosmetic: the NPC retained all of its original racial abilities, but was completely human in manner and appearance (most of the time).

This same tactic can be applied to any race if you are creative enough to bend the visual aspects of the races.  I mean, after all, a character&#039;s looks aren&#039;t set in stone by the developers are they?  If you want to play a Dragonborn but the world you&#039;re playing in is Humans Only, then whats wrong with making the Dragonborn look and act mostly human, except maybe with skin that has a slight reddish tinge or (hidden) patches of scales - and poof!!! - a human with dragon-like hints who can suddenly breath firey death on his foes.</description>
		<content:encoded><![CDATA[<p>Personally, i feel there is a fine line between some races in 4e that border more on cultural differences than true racial divisions.  Take for example the Elf/Eladrin/Drow group.  All 3 of these &#8220;races&#8221; share a common ancestry and were only concidered different in later additions of DnD, especially after the addition of the elven &#8220;Crown Wars&#8221; story backdrop.  Essentially, this article seems to mildly hint at a desire to regress back to the original version of DnD, wherein only the Elf and Dwarf races existed.  These two races were viewed primarily as class options in terms of game mechanics, while humans made up the clear majority of the PCs, differing only by their profession/role.  </p>
<p>As a DM, i too found the multitude of races available in the current edition DnD to be somewhat daunting in terms of socio-cultural intergration, but i think problems of this nature can be solved in fairly simplistic and cosmetic ways.  Instead of highlighting each 4e race as its own autonomous group or faction, try intergrating or grouping like races together to give a more culturally unified feel to your DnD world.  For example, the current campagin i DM takes place in a geographic region where mostly humans reside and i decided i really wanted to introduce a Longtooth Shifter into the PCs&#8217; party (which by the way was already very diverse, having only one human PC in the group).  So, instead of showcasing the Shifter as a different race i decided to introduce him to the PCs as a human who&#8217;s family was cursed with lycanthropy many generations ago.  This essentially solved the problem of too much racial diversity and was also a wonderful roll-playing tool to surprise the PCs with (when the NPC finally &#8220;wolfed out&#8221; on them after being bloodied in combat).  The &#8220;fix&#8221; was purly cosmetic: the NPC retained all of its original racial abilities, but was completely human in manner and appearance (most of the time).</p>
<p>This same tactic can be applied to any race if you are creative enough to bend the visual aspects of the races.  I mean, after all, a character&#8217;s looks aren&#8217;t set in stone by the developers are they?  If you want to play a Dragonborn but the world you&#8217;re playing in is Humans Only, then whats wrong with making the Dragonborn look and act mostly human, except maybe with skin that has a slight reddish tinge or (hidden) patches of scales &#8211; and poof!!! &#8211; a human with dragon-like hints who can suddenly breath firey death on his foes.</p>
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		<title>By: J. Shepherd</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-11051</link>
		<dc:creator>J. Shepherd</dc:creator>
		<pubDate>Thu, 11 Feb 2010 21:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-11051</guid>
		<description>Right. It wouldn&#039;t necessarily make much sense in an open-ended game like standard &lt;i&gt;D&amp;D&lt;/i&gt; to have a specific list of cultures. I could see this being tied into an expanded &quot;background&quot; option/mechanic, though.</description>
		<content:encoded><![CDATA[<p>Right. It wouldn&#8217;t necessarily make much sense in an open-ended game like standard <i>D&amp;D</i> to have a specific list of cultures. I could see this being tied into an expanded &#8220;background&#8221; option/mechanic, though.</p>
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		<title>By: MAK</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-11022</link>
		<dc:creator>MAK</dc:creator>
		<pubDate>Thu, 11 Feb 2010 06:25:08 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-11022</guid>
		<description>I&#039;ve played with the same idea, albeit only the cultural part (as my world has no separate species). The problem with differentiating cultures was that there are too many to individually model all - so some kind of grouping was needed. What I ended up with was a sort of sophistication level grading for a culture: there were cultures like &quot;nomadic&quot; or &quot;metropolitan&quot;. A real culture would be classified to one of these groups which then gave the rules benefits, everything else was just fluff.

This worked well for a couple of campaigns where  the character backgrounds were quite diverse. In the latest campaign, however, all the characters were from a very small geographical area, so making them come from very different cultures was going to be difficult to explain. This resulted in the current modeling, which is not based on culture but individual characteristics like &quot;tough&quot; or &quot;quick&quot;. The idea actually came from D20 Modern classes, but I changed it to portray races instead...
.-= MAK&#180;s last blog ..&lt;a href=&quot;http://admc.pbworks.com/&quot; rel=&quot;nofollow&quot;&gt;Ville Makkonen uploaded&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played with the same idea, albeit only the cultural part (as my world has no separate species). The problem with differentiating cultures was that there are too many to individually model all &#8211; so some kind of grouping was needed. What I ended up with was a sort of sophistication level grading for a culture: there were cultures like &#8220;nomadic&#8221; or &#8220;metropolitan&#8221;. A real culture would be classified to one of these groups which then gave the rules benefits, everything else was just fluff.</p>
<p>This worked well for a couple of campaigns where  the character backgrounds were quite diverse. In the latest campaign, however, all the characters were from a very small geographical area, so making them come from very different cultures was going to be difficult to explain. This resulted in the current modeling, which is not based on culture but individual characteristics like &#8220;tough&#8221; or &#8220;quick&#8221;. The idea actually came from D20 Modern classes, but I changed it to portray races instead&#8230;<br />
.-= MAK&#180;s last blog ..<a href="http://admc.pbworks.com/" rel="nofollow">Ville Makkonen uploaded</a> =-.</p>
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		<title>By: J. Shepherd</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-11002</link>
		<dc:creator>J. Shepherd</dc:creator>
		<pubDate>Wed, 10 Feb 2010 21:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-11002</guid>
		<description>When creating a character, I typically want to work from a base of good mechanics---racial features that match the class I want to play, for instance---but I always try and make sure the flavor and mechanics compliment each other. If a good choice for my spiked-chain fighter is to play as a longtooth shifter, I consider that the character will be a bit wilder and more gruff than a human fighter. I&#039;ll consider what racial feats and backgrounds are available that will support the character&#039;s class, skills, and personality as well as use those features to fuel the idea of what sort of personality this character has, which further feeds into the build. If there&#039;s a good looking feature, I have to consider whether it fits both the personality and the mechanics, and if not, which of these should be modified, if either; I may not take the feature at all, or I may change the personality and the mechanics now that I&#039;ve realized there&#039;s this new and interesting thing I&#039;d like to incorporate.

I&#039;m personally all for the idea of separating species and culture to be rid of the concept of &quot;race.&quot; When they refer to &quot;race&quot; in a game like &lt;i&gt;D&amp;D&lt;/i&gt;, they&#039;re actually referring to species in most cases. I don&#039;t think it&#039;s reasonable to assume that, say, goliaths and githzerai are members of the same species. &quot;Race&quot; is an extremely arbitrary term in reality, to some people meaning any taxonomic group beneath the level of species, but to most people meaning nothing more than differences in the shape of a nose or the color of a skin. All &lt;i&gt;H. S. sapiens&lt;/i&gt; are the same species and subspecies, and the differences between them are nothing more than minor genetic-population differences and all sorts of cultural differences.

I&#039;d like this to be properly reflected in a game, where humans and elves are separate species, even if they can interbreed to create half-elves (which would most likely be unable to reproduce in a literal setting, but there&#039;s magic in the world). I&#039;d briefly considered devising a mechanic to separate &quot;race&quot; into species and culture, but there was no easy answer on how to do that. The first thing that comes to mind is that the physical stats (Str, Con, Dex) would be governed by species and the mental stats (Int, Wis, Cha) would be governed by culture, but that&#039;s too much of a simplification. Clearly species can effect intelligence, and culture can certainly influence strength or dexterity. It&#039;s something I&#039;d like to revisit sometime, but there are always so many things to do.</description>
		<content:encoded><![CDATA[<p>When creating a character, I typically want to work from a base of good mechanics&#8212;racial features that match the class I want to play, for instance&#8212;but I always try and make sure the flavor and mechanics compliment each other. If a good choice for my spiked-chain fighter is to play as a longtooth shifter, I consider that the character will be a bit wilder and more gruff than a human fighter. I&#8217;ll consider what racial feats and backgrounds are available that will support the character&#8217;s class, skills, and personality as well as use those features to fuel the idea of what sort of personality this character has, which further feeds into the build. If there&#8217;s a good looking feature, I have to consider whether it fits both the personality and the mechanics, and if not, which of these should be modified, if either; I may not take the feature at all, or I may change the personality and the mechanics now that I&#8217;ve realized there&#8217;s this new and interesting thing I&#8217;d like to incorporate.</p>
<p>I&#8217;m personally all for the idea of separating species and culture to be rid of the concept of &#8220;race.&#8221; When they refer to &#8220;race&#8221; in a game like <i>D&amp;D</i>, they&#8217;re actually referring to species in most cases. I don&#8217;t think it&#8217;s reasonable to assume that, say, goliaths and githzerai are members of the same species. &#8220;Race&#8221; is an extremely arbitrary term in reality, to some people meaning any taxonomic group beneath the level of species, but to most people meaning nothing more than differences in the shape of a nose or the color of a skin. All <i>H. S. sapiens</i> are the same species and subspecies, and the differences between them are nothing more than minor genetic-population differences and all sorts of cultural differences.</p>
<p>I&#8217;d like this to be properly reflected in a game, where humans and elves are separate species, even if they can interbreed to create half-elves (which would most likely be unable to reproduce in a literal setting, but there&#8217;s magic in the world). I&#8217;d briefly considered devising a mechanic to separate &#8220;race&#8221; into species and culture, but there was no easy answer on how to do that. The first thing that comes to mind is that the physical stats (Str, Con, Dex) would be governed by species and the mental stats (Int, Wis, Cha) would be governed by culture, but that&#8217;s too much of a simplification. Clearly species can effect intelligence, and culture can certainly influence strength or dexterity. It&#8217;s something I&#8217;d like to revisit sometime, but there are always so many things to do.</p>
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		<title>By: Amelia</title>
		<link>http://dungeonsmaster.com/2010/02/one-race/comment-page-1/#comment-10967</link>
		<dc:creator>Amelia</dc:creator>
		<pubDate>Wed, 10 Feb 2010 11:51:42 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3814#comment-10967</guid>
		<description>In my game, cultural diversity in PCs is kinda noticeable. We try and roleplay our backgrounds somewhat. I play an elf that was raised in a large and multicultural city, and so she&#039;s out of touch with her race&#039;s traditions. However, apart from races she&#039;s familiar with from the city, she&#039;s rather xenophobic due to her upbringing. Our tiefling warlock acts without morals because she was never raised to have any, as tieflings in general are shunned. Our dragonborn takes honour seriously, and will try and intimidate before being diplomatic, because that is what is respected in his society. The eladrin are a bit bland (we have three), and do feel the same as our human, roleplay wise.
So yeah, racial differences are notable in our game. I think it comes down to how the players want to do it though, and how the DM encourages it.</description>
		<content:encoded><![CDATA[<p>In my game, cultural diversity in PCs is kinda noticeable. We try and roleplay our backgrounds somewhat. I play an elf that was raised in a large and multicultural city, and so she&#8217;s out of touch with her race&#8217;s traditions. However, apart from races she&#8217;s familiar with from the city, she&#8217;s rather xenophobic due to her upbringing. Our tiefling warlock acts without morals because she was never raised to have any, as tieflings in general are shunned. Our dragonborn takes honour seriously, and will try and intimidate before being diplomatic, because that is what is respected in his society. The eladrin are a bit bland (we have three), and do feel the same as our human, roleplay wise.<br />
So yeah, racial differences are notable in our game. I think it comes down to how the players want to do it though, and how the DM encourages it.</p>
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