> As for Cerilian gnomes, well, they -could- be added, -if- (and only if) there is consensus to revive them as a race as originally envisioned by Rich Baker. I dont think most people are interested in that, however, because its not true to the original Birthright.
Why not?! What could possibly be gained in leaving that material out?
What? Will the setting be “more pure” without these undesireable races
within the sacred core book?
If its in the core materials and people dont want in the campaign, they
wont allow it. Simple, direct. These people can still play their game. If people want it in their campaign, and its not in the book, what happens
then? What good is a game book if you purposefully leave out material
needed to play the game? All that`s really doing is making sure people play
their games the way you want it played.
Beyond space/time limitations, I can see no reason for purposefully
excluding game materials. To extend the argument to ludicrous proportions:
If I want to play a game with non-blooded adventurers, I am not extremely
hindered by the inclusion of bloodline rules within the rulebook. However,
if I wanted to play a game wherin PCs had these blood abilities and those
rules were purposefully left out to accomodate non-blooded adventuring
campaigns, that would be fairly annoying.
Personally, I hate that everytime I say "Lets generate characters", soemone in my gaming group takes out the DMG and wants to play a damn minotaur. Im
thinking my first adventure is going to be about establishing a trade route
between Roesone up through Ghoere, and my foolheardy patato-chip-munching
players are trying to create characters that will eventually become a
Minotaur Monk, a dwarven Paladin of Moridin with his flying warhorse, an
elven ShadowDancer/Assassin/ArcaneArcher, and a Khinasi wizard with wands of
fireballs and scrolls of magic missiles. And of course, they all want
Healing as a blood ability.
Nevertheless, despite the aggrevation, I`m glad those options are there. I
like the idea that I can have a minotaur PC in my game, or that I can have
Minotaur Monks running around as NPCs. It just means I have to go down the
list each time: This campaign will not have gnomes, gnolls, minotaurs,
tieflings, half-dragon/half-vampire medusa rogue/assassins, etc.
More options are better. Thats purely it. And if these options can be worked out within the core materials, to be as balanced and compatible with all the core materials as possible, thats a much better improvement than
saying, “Well, if you`re going to run your own custom game, go ahead and
makeup your own custom rules then. So there.”
Now, there is still the space/time limitations. Ive tried to say "core materials" rather than "core book", because I dont believe there should be
only one core book. Indeed, theres not reason why every chapter shouldnt
have a corresponding core supplement. Saying you want to exclude Gnolls
because you dont want it in the main core rulebook is an argument Ill
accept long before Ill accept "because its not true to the original
Birthright".
Personally, I`d like core materials to be modular rather than comprehensive,
with a section at the end of each chapter giving guidelines on why the
particular game mechanics of that chapter were included, some ideas that
were tossed out, and recommendations for some house rules. This whole
section could also be the introduction to official supplements that would
expand on these chapters. Personally, I think a book on “Races and Cultures
of Cerelia” that was specifically divided into two parts: one on setting
source material and the other part on game mechanics that expend the
race/culture chapter would be a very desireable approach.
More options are better. And if someone wants Minotaur Monks in their game
because theres a particular niche/story of Cerelia that theyre trying to
play out, I dont think its fair for the core materials or their writers to say, "Youre not being true to the original Birthright."
I argue that the entirety of any given system should not be agreed on when
making the core materials. Take bloodlines for an example. We can agree on
a fairly simple ability-score based bloodline system for the core books.
But a supplemental expansion I`d like to see in a book focussed purely on
bloodlines and blood abilities, would be a variety of alternate ways to
determine and use bloodlines and blood abilities in the Birthright game. A
checklist could be provided at the end of each book describing all the new
blood abiltiies, bloodline generation rules, bloodtheft mechanics,
blood-feats (for those of you into that kind of thing), and such. Then the
DM just has to go down the checklist and say, “This Southern Coast
Trade-based campaign will be using this… this… not that… this…”
We could even have a list of campaign models. For example, War-Themed,
Intrigue-Themed, Bloodline-Themed, Shadow-World-Themed,
Unite-The-Empire-Themed, Survive-Winter-Themed campaigns can all have
recommended pre-generated checklists that could easily be modified and
customized.
I strayed a bit. My point was more options are better. Include the gnoll.
But I`m not going to allow it in my game. As it is, in my game, PCs all
have to belong to the same family – same race, same bloodline, etc.
-Lord Rahvin
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