Modern gaming feels almost entirely divorced from the notion of family, home, clan, and lineage. You don't find these concepts in gaming these days, with the focus being more on personal power than protecting one's home and kin, dealing with family issues, blood feuds, heritage, and continuing the family lineage.
Heritage and lineage have been radically redefined in modern gaming to the point of being hilariously wrong, and the phrasing smacks of an anti-family bent.
A lot of the writers of these newer games ignore family, to the point where the writing feels detached, alone, and sharing the misery of a life spent without close family connections, a homeland, a deep and storied lineage, and that essence of the fantasy story where who you are, who came before, and who will come after.
All that matters.
All of these concepts are core to the myth and essence of storytelling.
And these new games lack these concepts to such a degree that older games feel more real than the newer ones, and this is that "magic something" that is missing. This is an indictment of the writers and creative teams of these games; either they chose to willfully minimize the strong societal glue of family and homeland, or the writing reflects their own lives and experiences, which lack that crucial concept of kin and blood connection to a home and people.
And 101 special race options from every point and place in the planes make the entire concept worse. These silly, colorful marshmallow shapes are ultimately meaningless character options that have the net effect of isolation and loneliness. If I only have the four classic race options: human, dwarf, elf, and halfling, I am forced to make clan, kin, homeland, and connections to kingdoms and peoples.
If I am a fire elemental, well, who cares? I have no connection to anything, and I can forego any connection back home to the plane of fire, the clans, and the nations of the fire-home. I don't even need to think about it. I am the "wookie" of the group, have a silly voice, and am the constant outsider without a connection to anyone or anything. With a group of special races, the entire group becomes outsiders in a relatively normal fantasy world, and can just sort of skip across the surface of the pond like a rock, never needing to involve themselves in local issues of blood and nation.
We end up with the "party of complete outsiders," and those connections to the world become meaningless. The outsiders are constantly forced into the middle-person role in any conflict. They always wander into a strange town. They are forever strangers in town. They have no connection to anything, and they are essentially nobodies in the game world.
Too many aliens in science fiction also do this. It is always a strange foam-rubber creation with no connection or meaning, the silly shape of the week, and none of them have any meaning or reason to be there other than being background filler.
I would rather play a game like OSRIC 3.0, with very limited race options, and have each one be richer and more meaningful. Even if you add the Drow, Centaur, and other special races from Adventures Dark & Deep, I still have a far more focused and limited set to work with. I can work with these. I can world-build with this set of special races.
You start adding in aliens, like plant people, mycanoids, elementals, void creatures, dragonkin, and other special races - you start to get into entirely alien societies in the traditional fantasy mix. It becomes almost impossible to worldbuild. Layering on the concepts of kin, clan, and family is a huge reach for building a world like this, especially with alien societies thrown in there. How do mycanoids gather in "pods" or "clutches" and how do they see the concept of land and ownership? Do they even? Are they communal? How would they react to a dwarven kingdom taking their caverns and land? Would other kingdoms, like elves and humans, even see the mycanoids as familiar enough to care about, or are they utterly monstrous and alien to traditional society?
Would dragonkin be seen as the allies of evil dragons and trusted? They would just be "large kobolds" to some people, and more of a threat since their bloodlines run with the evil winged beasts of lore. A "red dragonkin?" Would they even be trusted if all red dragons are chaotic evil?
I have no time to think about kin, clan, and family, since I am dealing with how 101 alien societies are trying to interact with one another, how they see each other, and how fundamentally alien societies are trying to co-exist in a world too small for all of them. The easiest way to handle this is to ignore it all, and most games tell us to do just that.
So if I ignore this all, the shapes become meaningless. I have no distrust of dragonkin. I have no communal mycanoids. I have no clans or kin among the dwarves. The star elves are there because they just are. Every race thinks and acts like each other; they are just "special character shape selections." Oh, I can write strong family stories between them, now, even though the rules say nothing about it.
But I lose something with too many random fantasy races. I lose meaning and conflict. Everything becomes too cosmopolitan and modern. The planar norms apply. The mystery and wonder of a magical world are gone. Entering a fantasy world feels like walking into a giant airport with connections to every part of the world, each a different plane of existence.
It is an impossible task to worldbuild here other than to throw up my hands and give up. Are there wars between planes? Migration? Do they know about each other? Are some planes conquered by demons? Is there a planar military or police force? Do angelic planes run crusades on evil planes? Are some planes filled with infectious organisms or hazardous and invasive biological life? Are some planes entirely dragon-based life? Are there modern and science-fiction worlds in here?
It is easier to ignore it all and assume "nobody knows about anyone except the players."
It is a cop out.
It ruins my worldbuilding.
These special, anything goes race selections remove more than they add.
I can tell better stories in more grounded worlds with fewer options. My worldbuilding improves significantly with a limited palette of choices. I can make family, kin, and clan matter much more. This is why classic games feel more real to me. Even if the rules are exactly the same, the original games were written in a different time, when who you are as a person, who you are related to, and who will come after really mattered.
The special shape you choose does not immerse you in the world; it insulates you from it.
Today's writers and creative teams just cannot deliver what they have no concept of. These games mirror a transient, aimless, side-hustle, and temporary state of life for the modern artist and writer. They have no concept of history, homeland, family, or future. The most important quality is not performing acts of goodness; it is the acquisition of power in an increasingly shrinking world - at any cost and by any method. Alignment is gone, so the game won't even judge your vile deeds to achieve your goals.
All this choice in modern gaming is a fallacy.
Modern gaming reflects a fake and aimless life.
And it shows.


















