Tower of the Archmage posted a follow-up to Tuesday’s post about human-only campaigns. The Archmage asks some questions about why we might run or play human-only campaigns, and I couldn’t get the page to recognize my OpenID to comment, so I brought my thoughts back here.

“…is it more of a wish to run something more historical?”

This played a part in the mythical Greek setting I ran in Praise of Stone. The longer the campaign went, the more fantastical things began to show up, and the players never really followed all the guidelines and suggestions I made.

Initially I hoped to have a group composed of martial, divine, and/or primal heroes, and I made sure to discuss with the players beforehand the various in-world justifications for the choices, and how I intended to tie power sources into the story.

Our group had a pair of primal heroes at the start — a Warden and a Shaman — but we had a psionic Monk from Atlantis and an arcane “storm” Sorcerer who venerated Zeus who helped round out the party. The group was later joined by an Avenger (who later became an arcane-powered Warlock) and a Paladin — both divine.

In the end, one of the unifying elements of the party was that everyone was human — and that most of the enemies they faced were human as well. There was the occasional monster, but the vast majority of enemies encountered by the party were humans in some way, shape, or form — bandits, cannibals, soldiers, demigods…

We also tried to unite the party in the vague worship of Hades, but even that didn’t work out quite the way any of us intended — it did help set us up for a dramatic turn of events at the end of the Paragon tier, but “being human” remained constant.

Our newest campaign is composed of three tieflings, an elf, and an eladrin — and takes place in the same world roughly twenty years after the events of the first game.