Kejgar
2017-12-12, 02:13 AM
It seems like a wrote quite a bit about my situation and experiences so my main questions are at the bottom.
For my second campaign, I chose to do a waterborne adventure and thought of taking a lot of the cultural restrictions of the races since the access of the ocean across the ocean has made them more accepting of one another from the chaotic nature of the world and dependence on cooperation to survive in the harsh conditions. Changing the stories to the races makes sense to myself since I want the choice to not be as severe as choosing an Orc or Goblin and able to fit in some races that never seemed to fit right with me.
I know people change the stories of races all the time for home brew games but my players seemed to have a difficult time accepting change in my first campaign. For example, one guy thinks that dwarves societies won't let women be miners or warriors because of their tradition-driven society. A more notable example being when all my players lost it when I had a dwarf noble of Frostbeard Keep with his beard shaved off, which was my attempt at hinting at some kind of madness that might be linked to dark influence or sickness since they almost never shave their beards. It might have not been the best way to do so, but their expectations lead to them dismissing a clue to something as a mistake of the GM that should be ridiculed, which is the main thing that left me worried about doing the campaign I want to do.
What would be the best way to approach change with races for a setting?
Is there a limit to consider for when something is too different from the original design?
Which factors of the setting should be considered?
Or is it better to not change their stories and predict how they would interact and change in that particular setting?
Thanks for any help!
For my second campaign, I chose to do a waterborne adventure and thought of taking a lot of the cultural restrictions of the races since the access of the ocean across the ocean has made them more accepting of one another from the chaotic nature of the world and dependence on cooperation to survive in the harsh conditions. Changing the stories to the races makes sense to myself since I want the choice to not be as severe as choosing an Orc or Goblin and able to fit in some races that never seemed to fit right with me.
I know people change the stories of races all the time for home brew games but my players seemed to have a difficult time accepting change in my first campaign. For example, one guy thinks that dwarves societies won't let women be miners or warriors because of their tradition-driven society. A more notable example being when all my players lost it when I had a dwarf noble of Frostbeard Keep with his beard shaved off, which was my attempt at hinting at some kind of madness that might be linked to dark influence or sickness since they almost never shave their beards. It might have not been the best way to do so, but their expectations lead to them dismissing a clue to something as a mistake of the GM that should be ridiculed, which is the main thing that left me worried about doing the campaign I want to do.
What would be the best way to approach change with races for a setting?
Is there a limit to consider for when something is too different from the original design?
Which factors of the setting should be considered?
Or is it better to not change their stories and predict how they would interact and change in that particular setting?
Thanks for any help!