Some thoughts on race in role-playing

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Interesting. I haven't participated in a lot of D&D, but it seems like the most interesting characters would be a result of players spending the time and energy to customize their character's backstory, traits, and personality beyond the coarsely penned description they start off with. Spending a lot of time developing the system before the players get to touch it may make things more polished and attractive, but if you get too restrictive in the races/classes, might that turn players off from participating at all?

Personally, I like a bit of a challenge. Give me an underdog that doesn't have the capabilities or even the potential that others may have, and let me scrabble my way to victory. What's the fun of a smooth, paved road from inception through to retirement?
[this is good]
Nearly all of our games were with human PCs, because the other races were always more than just a list of bonuses, penalties, and height restrictions. 'Why would an elven wizard even WANT to go on an adventure with these people? The elf is probably 200 years old, they're sick of stuff like this.' 'Why would the dwarf be in on this?'

A lot of people would say that we were discriminating against the other races by not choosing to be them, but we saw it more as "play what you know". Humans are omnipresent, and have a lot easier time being dicks (and, to be honest, most of the PCs were dicks. Seriously.)

But yeah, in fantasy, if it has black skin, it's evil, BUT there'll always be a really, REALLY good one, just to sort of drive home the fact that it's not racist. See: The Drizzit.
Basically, you're right. Still, for every character with a sort of decent back story that I came up with, there were three or four based on weird appearances, strange special abilities, and odd combinations of bonuses. You can only get so much depth and art out of a thirteen year old boy. As you get deeper into "arty" role-playing, you do tend to wander off to systems with more sparse rules and more open-ended possibilities. Having a lot of rules and numbers to crunch was really appealling to me at that age, and I think that sometimes a bad roll or some weird combination of the rules would jar loose an actually decent idea.

On the other hand, it's nice to have that abject lack of pretentiousness. Sometimes you just want to be a shallow spin on some basic idea, and you want to run around and have adventures. D&D has its place, but it's not really well suited to soul-searching gaming.

Yeah, I have to say now that I completely couldn't fathom the perspective of age on character creation in D&D. I have to come out and say that I was That Kid who was always playing non-standard races, switching off characters all the time, and coming up with thinly veiled justifications for bonuses. But I loved it. And I don't really think I ought to be that hard on myself for really taking the imaginary side of the game to the nines. At least not at thirteen or fourteen.
We went nuts with powers and making up spells and weapons and sourcebooks, but we always ended up playing humans... it left us with a lot more freedom in terms of what the characters would DO. We were too into the world... between the 4 of us, we had nearly every Forgotten Realms and Dragonlance book and probably 30 D&D books. We got really into the "why" for our games.

Until the end where we just ended up reading the sourcebooks, and stopped doing games entirely. We'd have all the D&D books out, and we'd play Axis & Allies, while talking about D&D.

Oddly, we would vacillate wildly between laundry lists of exotic beasts, and bizarre, inter-character soap opera plots. We switched off D&D to WoD stuff around mid-high school, so I don't think I ever really got much of a chance to try to use D&D for something with more "why" behind it.

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W. B. Mook

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W. B. Mook
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Sure, I could light a candle, but I find it more emotionally fulfilling to curse the darkness.
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