Help with Campaign World:Races [Archive] - Wizards Community

Post/Author/DateTimePost
JohnOSpencer

06-17-07, 06:33 PM
Hello All,
I need help figuring out how many 'PC' races I should include in my campaign world. Right now I am looking at 17 or so races(not counting 'enemy' races like orcs). I think that is too much, but I figured I'd get some opinions on the matter.

Thanks!
Darth Syntax

06-17-07, 08:30 PM
I agree that 17 is too many PC races; it becomes rather difficult to create a believable world if there are too many sentient species in a limited space.

As to strategies to reduce the number, I have several ideas.


1. Eliminate the concept of "enemy races". Instead simply use the PC races for all manner of things from shop keepers to evil overlords. If you want to make use of orcs, then they should be as much a part of the world as any other race.

2. Set a reasonable number for upper limits and stick to it. Let's say that you want 8 sentient races running around the world; once you have those set, don't put in any new ones, unless their is a very compelling (preferably plot-based) reason to include them.

3. Ask yourself whether or not your existing races are cross fertile. If they are not then you can eliminate just about all of the half-X races. You might want to keep such things as half-fiends and the like (outsiders tend to be odd in this way), but you don't need half-elves, half-orcs, half-dragons, and the like.

4. Don't include races that you either don't like or that don't fit the theme of the world. Perhaps your world places heavy emphasis on sea-faring and as such dwarves might not be the best fit. So why include them?

5. Eliminate all sub-races. This one is fairly straight forward.

--

Hopefully some of these ideas might prove useful.
Orchomenos

06-17-07, 08:32 PM
You should use half of that as "Major Races", that you would never be surprised to meet anywhere, but let the "minor races" open. This way, if someone suddenly must absolutely try to play that obscure race, then it is possible.
Alltat

06-18-07, 04:37 AM
The actual number wouldn't be as important as whether or not each of them brings something unique to the world, and has a distinct feel. If removing a race wouldn't make much of a difference then there's no real reason to include it. "Enemy" races are typically good candidates for removing if you find that you have too many races. Having major and minor races could also help prevent the world from being filled with too many races (a lot of the minor ones would probably be found mostly in certain regions), and would even let you add minor races as you go.

Overall, it depends a lot on what the world is like and what the races are like. In the right setting you could get away with having 20+ major races, in certain settings it would seem odd for there to be more than one.
Thanuir

06-18-07, 07:40 AM
For all races, check that they


Complicate the politics of the campaign world (are in contact with at least two other races, and are not part of a group of races that are all loyal towards each other)
Are in conflict with at least one other race
Are interesting in and of themselves (this can be rules or flavour, but preferably both)
Most members of the race have an obvious hook or internal conflict (this can be a bit hard to do, but it is a good goal)