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Tanuki Tales
2014-08-22, 04:38 PM
For those of you who have run one of these before, how did it go? Did you do anything to make the different flavors of humanity unique or did you chalk it up to the floating feat and skill points being more than enough? What did your players end up thinking about it? After everything was said and done, how did your opinions on such a game change from how they were before hand? Anything else you'd like to share concerning this type of game world?

Spindrift
2014-08-22, 04:46 PM
Do you mean the whole world is only populated by humans,or just an all human party?

I imagine if humans are the only humanoids around, there'd be more prejudice between different groups of humans, cause people always find a way to think themselves better than someone else.

Yael
2014-08-22, 05:02 PM
I've played such game, you're losing nothing.
Humans populating the entire world is as boring as it is irl, plus with less creatures to fight with, and else.

Extra Anchovies
2014-08-22, 05:02 PM
Mongoose Publishing's Conan: The Roleplaying Game has a huge pile of human subraces, some of them with ability score adjustments and all of them with varying skill bonuses based on their country of origin. Twenty-five different types of humans, to be exact. It's like the Forgotten Realms regional feats on crack. Sure, they're all slightly racist caricatures (it is a game based on Robert E. Howard stories, after all), but at least the stereotypes are evenly applied and it's a lot more flavorful than having every human be identical regardless of background. There are definitely a good number of them that could be easily adapted to normal D&D 3.5 games, because lots of them fall into common fantasy archetypes (e.g. Viking-style barbarians, jungle-dwelling cannibals, desert nomads, mysterious people from the far east, etc.).

ETA: Hyboria (the setting of the Conan stories) has a lot of other great things to adapt/copy directly, even if you don't use the setting and/or the d20 adaptation that Mongoose published. Works especially well for sword-and-sorcery type games, because Robert E. Howard's stories (and thus, the entirety of the source material) don't exactly have magic swords for sale in every mid-sized town.

JusticeZero
2014-08-22, 08:22 PM
It makes the setting a lot easier to use and track over time from a sociological standpoint.
Standard confuses race with culture in ways that have hideously racist implications that we've been trying to flee from for years. A monoracial setting allows for a lot more fluidity.
In a monoracial setting, people can change, cultures can change hats over time. How many settings have the Goblin hordes as good traders with a deep tradition of art and philosophy? Dwarves as farmers and forest dwellers? What happens when the gnomes and kobolds merge into one nation? These are shifts that happen to real civilizations as circumstances shift around them. When you have a bunch of inflexible races, these become severe headaches.
Use the fluidity for good stories instead of just dropping it on the floor.

atemu1234
2014-08-22, 09:15 PM
If you keep it consistent there should be no balance issues. Focus on roleplaying, as with only one race to fight stats will get boring after a while.

JusticeZero
2014-08-22, 09:33 PM
Well the other thing is that human-only doesn't mean 'you only fight humans'. My human-only game is plagued with plants and aberrations. If there was divine magic, there would also likely be undead other than the rather common yellow musk variety. Though that fungus that turns ants into zombies would make a good equivalent.

Crimson Wolf
2014-08-22, 09:34 PM
YOHO You only human once