Alright, one of the things MoM offered that we touched on in another post was cultural differences between members of the same race. For instance, High Men and Nomads were very different even though they were both human. Cultural differences allow you to start with the same foundation and go in very different directions. I think the idea is self explanatory so I'm not going to waste any more words on the concept. In stead we'll jump straight to the pros and cons.
The main pro is, of course, additional flavor. If you've been keeping up with the posts around here you probably took a look at our discussion on dark elves. They were pitched from two different directions. One was the classic sort of Forgotten Realms spider lovers who use driders and poison every chance they get. The other idea was to make them summoners focusing on demonology. In both cases they were meant to be deeply religious and magically powerful. Even though they are both dark elves these two factions would play very differently. That is a definitive pro.
Now, the con is the fact that factions will require as much artwork as any new race. (Maybe a tad less, but not much.) So, deciding to add a new culture eats up a race slot. Seeing as how we currently have six slots we're probably not going to want to eat one of those slots up with a new culture. The question is at what point (if at all) do we want to start looking at new cultures. Do we put all the “basic” races in before we start looking at new cultures or do Vikings make it in before Halflings?
What do you guys think? Jump in with your preferred starting lineups. If we were to get a slot seven or eight would some alternate culture appeal to you or is this something to consider for the twenty-first race? Tell, us what you think![]()