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I allow whatever people want to play, but then I run race-as-class. This also influences how I prefer my games: human-centric, with some outlying weirdness, where elves, dwarfs, all the typical races are all weird in their own right rather than just funny shaped humans.
I freed myself from the Feeder and voted! Yay!
I freed myself from the feeder, find no option for 'I run a world independent of Tolkienian claptrap', and am despite my inclinations toward dragon people unwilling to declare allegiance to 4.X. Likewise, I am unwilling to say 'anything goes', because it doesn't: I have a set of core races, they're just not the usual core races.
Sometimes people can play something weird. They just have to make a good case for how they would survive first contact with the other PCs and get ready to be treated poorly by society at large. The dwarf in my current campaign is treated with suspicion and faces prejudice on a regular basis among the world of men a kobold or dragonman would find life a little tougher.
I run strict Moldvay Basic at the moment with no desire to add new races or classes. I run D&D as a kind of cooperative wargame and the limited choices are a big part of that to me.
Well, I won't run a free for all, but I allow the players some choice. I've added my own custom race-as-classes and modified some of the standards.
Depends on the setting. My default, which is what I'm probably going to use for the Terra Ultima/Last Continent game, is humans and elves only, but the elves are reskinned as Atlanteans (and use the interpretation in which they are required to specify Fighting Man or Magic User, with experience from the session going to that class only; as an alternate idea, I may leave them as elves, but require them to spend time between sessions in Faerie, and they choose which class as they come out to the Last Continent).For other games, the situation varies. For GURPS Greyhawk, for instance, there's a pile of different humanoids. For the Fantasy West, there are humans, orcs, and elves (entirely different than the above sort). And so on. The point is, different settings require different approaches.
My current campaign (Moldvay/Cook) allows things outside the immediate official stuff, but it's not exactly anything goes: The weirdest PC is a half-ogre (and that's the class, too).
"Let's waste our time and navel gaze together". Really we are all we got. Who else would we do it with?Human only in the Hill Cantonts though in theory we have my Half-Ogres and Feral Dwarves as playable races.
Gimme a justification that sounds well thought out and/or cool, and you can roll with whateva ya want! As Holmes intended, one could say...
To clarify, I/We allow weirdness, and anything goes! are the options selection for non-standard play.I did not mean to imply 'anything goes' is play whatever race you want, but instead - this game is dwarves, humans, lizard men, and minotaurs. etc.
I'm running three games right now. One is strict B/X: human, elf, dwarf, halfling. (Well, I also offer the Adventurer class, but so far it hasn't been picked.) In a few levels' time, I could imagine letting in another race-class or two: lizard-man, most likely.The other is human-only.Finally, I run a game with a strict, but "weird" list of races: orc, dwarf, gith, elf, and gnoll. (It will probably get lich (don't ask) and golem (read: warforged) added in a few levels.)I keep fighting my conservative tendencies and trying to turn more knobs to 11, but so far I'm happiest with race fairly limited, to keep the setting distinct.
Interesting you should ask this. I've been looking over the old tome Men & Magic and have to wonder why any one would play a human in that rule set, unless they want to play a cleric. Sure the dwarfs and elves have level limits but they do have all the racial abilities too. We play pretty standard races in our Labyrinth Lord game but that's just our current setting.
The group I played with most in the past allowed me to play a goblin and a kobold, so I guess that's "anything goes".As for running a game, I've mostly done one-shots with pregenerated characters. But at least one of those was an all half-orc party (straight from the spawning vats of a very maternal wizardess no less), so I guess "anything goes" on that front too.
Funny thing about my group: they all immediately pick on the minority, no matter which one it is. Some times they're mostly non-humans and treat the often only one like shit, and then there's times when they're the humans and demi-humans, and in turn treat whatever other poor sod that doesn't have pink-ish-white-ish skin like shit too.So, no matter who or what they want to be, it's all just fantastical specieism.
I tend to come up with weird races for my campaigns.For example, my default campaign world has Dalor (Gnome-sized, Hairless, large-eyed, broad-nosed, strangely-coloured (Cobalt-blue, pine-green, etc.) ADHD-prone humanoids with mechanical inclinations), three different kinds of 'beastkin' (Felins, Wolfkin, Kitsune), Half-Dwarves, Changelings (Which in this case are humans touched by Chaos), half-ogres, in addition to the bog-standard fantasy races.