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Systems which offer a race/ancestry/lineage choice for character generation often feature both ordinary races (human, dwarf, elf, etc.) and exotic races (tiefling, shardmind, genasi, etc.). As should surprise nobody, players often gravitate to exotic races, leading to a group that can be described either as a statistical anomaly, if you feel charitable, or a bunch of circus freaks, if you don't.

Now, arguably that's not an issue. Adventurers are extraordinary and exotic. Normal statistics doesn't apply to them. That's a fine argument, except as a GM I just want to run a game that has a human instead of another tiefling. Please. Just this once.

I could ban exotic races, but I don't want to be that draconian. I just want to reduce their frequency among player characters, let's say no more than one exotic race in a group of four to give a concrete example. What's a good method to enforce this? My criteria are:

  1. Should be efficient. For example, I could just randomly select a player and give them the right to use exotic races. But maybe that player just wanted to use an ordinary race anyway, so this is wasteful.

  2. Should be quick, that is, minimize the back and forth between players and GM.

Goal: Give me a method for session zero (or pre-session zero) that guarantees (or at least, pushes towards) a party of four with one or zero exotic races, optimizing for the criteria I outlined above.

Parameters: The method can involve changing the setting and lore, an algorithm I run with or without player input, or even mechanical changes to the game system. It should avoid cosmetic changes to the races, though (e.g., the mechanics of a tiefling, but looks like a dwarf). Keep in mind, though, that the less drastic and the more general your answer is, the better.

Why? Does it matter? It's a well-posed question that accepts a procedure as an objective answer.

No, really, why? Because as a GM, all games I've ran in the past year have had an exuberance of exotic races and I want to change things up for variety's sake. Otherwise I won't have fun running the game. The GM is a player too; their fun and preferences matter as well.

Well, you should accept the way your players chose to have fun. This is answer is non-actionable (how do I even rewire my brain to change that?) and dubiously asymmetrical (why aren't the players required to accept the way the GM chose to have fun?). Regardless, this is off-topic. Solving the Goal is required for this game to even exist. If solving the Goal then causes my players to not want to play then I will either not run the game or find other players.

Just ban all exotic races or play on a setting without exotic races. Technically this satisfies the Goal (because then each party is guaranteed to have zero or one exotic races, in the formal definition of "or"). But obviously it goes against the spirit of the question and this isn't math.stackexchange, so I'm not going to reword it to be super ultra formally precise. Basically, the method should possibly allow for a party with one exotic race.

Totofofo
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    I question the "system-agnostic" tag a bit here; some systems have mechanics for this already (i.e. the rarity system in PF2e).

    Regardless, this can probably be genericized to all character options and not just races/race-equivalents?

    – ESCE Jun 09 '21 at 15:45
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    System matters: Exalted you are a chosen one and that means you are by default a special snowflake and stand out. The Dark Eye, playing anything but a human means you automatically get a boatload of mechanical tweaks to the sheet that can be quite heavily influencing: a lizardman just falls into cold coma anywhere out of the jungles of the south, an elf can literally become so ill with longing for home that they die and orcs are nonhumans and monsters for the purpose of all the continent's laws! on the other hand, humans from far places only get arrested a lot for anything that happens – Trish Jun 09 '21 at 17:08
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    Do you want at most one character of an exotic race or would having 2 or more characters of the same exotic race be acceptable? – Dave Jun 09 '21 at 20:55
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    Is your goal specifically to have more humans/elfs/dwarfs, or should the adventurers be of a race more common in the world? For example if your setting would be the underdark (dnd), would drow be an normal race since there are many drows or would it be an exotic race because its not human/elf/dwarf? – findusl Jun 10 '21 at 14:55
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    I've voted to close because I think that without understanding what the exact problem is (the why), we can't resolve the issue. It's just generating ideas for how to address this, but none resolve the problem because we don't actually know what the problem is. – NotArch Jun 10 '21 at 15:40
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    I wish to re state the point that @Trish made: system matters here, system agnostic is not an appropriate tag. What game are you playing? – KorvinStarmast Jun 10 '21 at 15:49
  • Clarifying question - are you looking for only humans, or is there a handful of 'more common' races that you would also accept? You might get better results if your pool of options is wider. – Zibbobz Jun 10 '21 at 15:55
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    Have you asked the players why they gravitate toward the non-human race options? Maybe understanding the players' motives can help provide you with a better solution. – MikeQ Jun 10 '21 at 18:15
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    I have voted to close this question because it remains incoherent and self contradictory. System matters in a case like this, whether you believe it or not. – KorvinStarmast Jun 11 '21 at 12:24
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    In what sense are “dwarf, elf” not exotic - I’ve never met one. – Dale M Jun 11 '21 at 12:33
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    @DaleM Shadowrun. Dwarf, Elf, Troll and Orc are all just subtypes of Humanity. Their subtypes like Oni are the exotics – Trish Jun 11 '21 at 13:46
  • @Trish Things I learned today. – KorvinStarmast Jun 11 '21 at 14:00

10 Answers10

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Optimize for pearls, not sand.

You are trying to optimize your approach for sand, when you should be optimizing your approach for pearls. Allow me to explain.

When an oyster gets some sand or grit inside of it, that oyster coats that grain in nacre, the shiny substance that lines the inside of its shell, in order to protect the oyster from getting damaged by the irritating grain. With enough time and hard work, this grain eventually turns into a pearl. This takes a long time and a lot hard work on the part of the oyster.

In your question, you essentially ask, "how do I turn these grains of sand into the pearls I want to DM for?" What you are trying to do is a lot of hard work, and there is no guarantee of success - sometimes players want to play what they want to play.

Instead, let's optimize your approach for pearls. Instead of starting with sand and trying to turn it into a pearl, let's just start with pearls. How do we do this?

Communicate your stipulations in your pitch to prospective players

If you are up front with your particular restrictions, players who want to play exotic races will know they need not apply. Maybe it reduces the prospective player pool, but it is better to see the prospective player pool diminished than to see someone leave once they have already approached the table for a Session 0.

Make your pitch so that only the pearls you are after make it to the first session.

I have a similar issue that I have handled this way. I don't like running Tier 1 and 2 play with Aarokocra. I don't like having to design encounters for a character with an innate, non-magical 50 feet flying speed during the early game. So when I pitched my game at my local game store's LFG board, I literally just wrote:

Curse of Strahd, Saturday evenings, no Aarokocra.

And when I got the group together for Session 0, lo and behold, no one brought an Aarakocra character sheet. My players had bought in to my stipulations before they even got to the table for Session 0. This way is easier than convincing someone not to play a race they want to play.

Marq
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Thomas Markov
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    As this is essentially a frame challenge, I'd also note that as draconian as it might feel to just outright ban nonhumans in your game, it's likely healthier for the group than a method which allows just one to be an "exotic" race. If there are at least two people who want to be elves, no matter how fair your method is for choosing which one of them gets to be an elf, one of them will end up disappointed, and they'll know that it could have been different; that's a setup for breeding resentment. When nobody gets to be an elf, nobody can be jealous of anyone else for getting to be an elf. – Carcer Jun 09 '21 at 18:13
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  • eleventy for "tell them up front" as a best practice.
  • – KorvinStarmast Jun 09 '21 at 18:25
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    So much this. "I don't want to tell my players they can't be nonhumans, I just don't want nonhumans in my group" is passive-aggressive and honestly just rude to the players. – Darth Pseudonym Jun 11 '21 at 19:14