There is no Civ General
Seems to be a lot of them popping up now days. Some of them are even pretty good.
Feel free to discuss and share civs.
Personally I'm looking forward to the continuation of Machine Civ and Lizardfolk Civ.
*most civs get abandoned
I'd say all civs get abandoned but a few cms sometimes feel the need for closure and either kill off everybody or declares it over once you manage to defeat something
The guy that runs the lizard folk civ doesn't give a shit about his civ lol
If no one wants to continue the lizard folk he IMMEDIATELY asks if people would like to start a new one.
All races are very different psychologically, in their natural state there would always be much distrust and at least a perceived hierarchy of some sort, so their respective pride in their own traditions would make them shy away from integration lest they lose sovereignty. If two races get stuck living together it is very likely one will establish dominance over the other eventually.
The most equal settlement would be a multicultural one comprised of enslaved races under a powerful master race that supresses a naturally more dominant enslaved race in favor of lesser ones.
Caste system federation. Easier if you're using numbers to measure actions, and simplify combat unit variety.
Say you have a community of gnomes, orcs and drow. You could provide a value for each race stat. gnomes and drow add 0.04% to their pop every turn while orcs add 0.07%. In scientific contribution, advancement is done by pop number x aptitude. Gnomes could have an aptitude of 2, while drow and orcs have 1. So a population of 300 gnomes would generate 600 points per turn, which is more than 400 orcs. The numbers really don't mean too much since you'll bullshit the value needed for tech cap, as much as you feel is logical (like mining requiring 7,000 points to complete).
For combat, each race provides 1-2 types of units. Orc Berserkers for melee, Drow Archers and Gnome Magiteks for ranged, etc. Orc pop would also stay balanced since they'll take the most trauma.
This way you convey the differences between each race, and how they contribute to the community. Also when you roll for random events, one of the things you can use is racial unrest. To help further build personality for each race, in time, you can add a hero unit from each race, which would be fairly stereotypical when you provide lines for them.
Another option is just to have a master race with a bunch of submissive slaves. Think you have to do that if you're playing Unseen or Vampires for example.
Y'know what would be cool? An underwater civ.
Either Aquatics or Nagas, in a reef. It would have different challenges from a normal above-water civ thread. You would have to take precautions against invasion from all directions, above and below. You could have unique politics with other Aquatic or Naga groups.
You would have to hunt and gather (or possibly farm kelp, or herd fish or seal or something) in an environment where there are many, many creatures that are much bigger than you are. That could be another challenge; hunt around the reef, stick to the surface, or go deeper. The deeper you go, the bigger the fish get, but that's not necessarily a good thing.
The farthest depths are dark and cold, and their denizens vast and terrible. Hunting in the black depths could yield great reward, but you might also draw the attention of unspeakable things against whom you can do nothing. By contrast, hunting closer to the surface means smaller prey, but also smaller enemies -- the big terrible things could never go that close to the surface.
At the same time, however, hunting near the surface means running into ships. They would likely pose no threat at first, and in fact would probably be a good thing since you could just cut their nets and steal their fish. But eventually, they might get annoyed, and start setting water wizards to wait on a decoy ship and try to get your hunters with riptides or boiling water, or otherwise try to attack you.
That makes a lot of sense but something I wanted to run someday was a fantasy post apocalyptic setting, where a bunch of races work together to survive. Your pitch gives me idea.
>>Y'know what would be cool? An underwater civ.
I have been voting for any aquatic of at least seafaring civ for ages.
But everyone is always
>Insects - Forest
Everyone always wants an insect civ until they realize there isn't a whole hell of a lot you can do with fucking bugs
Then they just aren't being creative enough. You can do literally ANYTHING with bugs, just like you can with anything else. Your first noun should be a starting point not a straightjacket.
Opinions vary of course.
Easiest fix is for the cm to only offer a choice of races he wants to run.
Also, a golem quest last week had anons namefag up, and made them a council. I like that idea. It looked like the players were into it. Lots of dialogue and discussion. Which is a good thing, IMO.
I was actually apart of that as the name shows I was really happy with how it was going and then cm said it'd be a weekly thread every Tuesday and yet it never happened.
I find a major problem is when you look at it on the Catalog, "Portland Civ" tells you a lot less than "Frog People Civ".
Unified Aquatics might work, though.
when you have 3+ races, unless there's a dominant race enslaving or enforcing a hierarchy, the leader's race isn't as important to a national identity.
I consider this the same problem as >>44610868, only worded differently.
councils are okay. hit or miss, like any other idea. There's a problem that the players need to be passably familiar with the culture from the start, though.
Hmmm. Start leader. And then pick a "policy", or doctrine the civ follows? With the leader applying a bonus or penalty based on that policy.
Example; unified subterranean civ quest.
Leader is darkie the drow, bonus to spying, penalty to diplomatic relations.
Or if the players pick a dwarf as leader, bonus to buildings, penalty to some other activities.
Allow the civ leader to be" voted" out and replaced as need/want.
Well, the "race" is a mixed bag of other races.
So the cm would need to set that.
For example. Then the players pick leader and policy. And go from there.
I dunno, might be fun.
Leader has sway over civ, thus certain racial traits (perks) show.
"Using her charm and no small amount of subterfuge, darkie the drow begins to steer her people towards the creation if a spy network".
"Nob the dwarf, never seems to sleep. He is always about, urging his people on towards building better, and faster.
That's why I wouldn't give them the ability to mutate.
Because then it becomes a Zerg/Tyranid/HQQ rip-off.
If I ran an arthropod civ they'd be based on a single kind.
Ants: Large workforce, no fliers, prefer underground
Termites: Vegetarians, large scale constructions, mostly blind
Mantids: Intelligent, possibly magic attuned, possibly war-like
Spiders: Natural weavers and trap-makers
Wasps: Parasitic, either small groups or large hives
Leeches: (the hirudo)
Flies: (the Miga)
So I'm thinking about bringing back the Red Throat Ghoul Civ in a week or two.
I want to run them alternating with my Death Among the Stars quest.
Would there be people interested in if I brought them back?
I'm thinking I'd have to do a Recap/Storytime thread telling the story so far in order to catch people up.
I would say that is true but you post the same thing every thread. Nobody cares for it but you and you wont even try and run it. So whats the point aside from being a troll and shitposting? I appreciate you bumping the threads anyway.
No, but you are beyond your creative stage. You have done nothing but spam since.
Honestly, if you would just go into meaningful dialogue and answer to the questions people ask you, you could get somewhere.
But you cant or wont, so fuck off.
>>Spiders: Natural weavers and trap-makers
HEY! Spiders are the Arachni, they are their own race! Don't mix em with them insects!
I'm pretty sure its one guy.
And his main offence is pushing something he feels superior about, without accepting any feedback or responding to any questions and calling everybody else shit.
I should stop getting mad about him, but its becoming increasingly hard.
Oh yeah, now I see.
I asked you a large amount of questions last thread. I discussed your image and you at length and I really wanted to meet you halfway and hear what you had to say.
You responded to none of them.
Don't you tell me I didn't ask any questions.
Thanks dude, but never mind.
I see now that I repeatedly walked into the bait. I admit, I was clearly the idiot in this scenario, thinking there was anything else to Myrm than shitposting.
With a gimmick, sure.
Telepaths. All humans in the stone age are latent psykers that are only beginning to experience their potential. the strongest users lead the race.
Females show greater potential and turn it to a matriarchy
hey guys, a Drawfriend over at the Drawthread did my request
It was for Machine Civ
But, I'm starting to think that might not be coming back. At least not for a while, anyway. I hope it does.
But the picture was cool and I thought you guys might like it.
a group of them living among humans.
Might be tricky to pull off, what do you think?
Should I host again tonight? Hosted Weres on Tuesday and I think it did pretty alright.
I never know when to host, first time doing this sorta thing.
Wereciv was fun
I would have liked it a bit more if we could have had a mix of races who are weres, not just humans.
A question for my fellow Civ-ers
You ever try and RUN a civ and other people seem to like it but... you don't?
I tried running one and I just felt like I wasn't doing very good. Like I wasn't cut out for it. know what I mean?
Why do people always wanna mix races? All it does as a CM is make more numbers and shit to keep track of.
youre probably right but god damn is it cancer.
Speaking of cancer.
Heres an idea.
A Warhammer 40k civ
Set on a planet after a large scale Titan War
90% of the planets population is dead, and the world is all but abandoned by the Imperium.
The remaining population find the site of a large Titan battle and use the remains of the mighty machines as homes.
are... are you joking?
Pretty much everyone uses that picture for civs.
theres a difference between using something and stealing it (i said specifically you may use my picture/ideas), but i also said give me the credit- like i said anon, i forgive you, just lurk more next time
>give me the credit
I thought we were done on this subject already. Oh well, lets have at it again.
You see, nobody gives a shit about your claim.
Lots of people put effort on this before and after you, I don't see you giving any of them credit.
There's a reason nobody bothered with this recognition bullshit, it's a community effort in an anonymous imageboard.
If you don't want people to use the communal thing plus whatever your contributions might have been however they please just don't post it.
The end result is communal and anonymous regardless of your claim and will be used and abused by the community however it pleases with no obligation of recognition whatsoever.
I dont have a proper image for you but youre right.
Its silly for someone to post something on 4chan and not expecr it to be used however anybody wants. Its the way these kinda places work.
dont both talking about people being "new" when you still try and stake claim on things youve posted on here. Nobody cares that you made it. Just be happy that people are willing to use it because its good enough for them.
Welcome to the internet
implying im going to argue on this subject when you are all anonymous in a blue board
--heres your replies
its ok anon, i forgive you, just remember to give credit where credit is due (when you can)
Good morning /civ/ General. I'll be continuing the Undead Reef that I started yesterday in an hour and twenty minutes (noon eastern). If anyone else wishes to join, you are welcome to read up on our progress so far here.
I believe the vision is Undead Pirates, which I am more than happy to facilitate.
My mistake, this is the link. I must have copied it over incorrectly to the text document where I keep our statistics. By the by, any suggestions or comments are more than welcome.
Thanks mate, that's exactly it
Absolutely! We're starting in 45, anon. Going to be able to make it?
I'm really interested in doing a civ set in either abandoned fantasy Britannia circa 410-500, or in 3000BCE Europe/Near east, playing as Sumerian Style city states.
Anyone interested in this sort of thing or would a builder be a better format for such ideas?
There are two other people that have any interest in the random bullshit chart, no-one else. No-one cares if you think it's better because you despise anything that you deem to be unoriginal, and no amount of random spewing in these threads is going to convince anyone. What are you even trying to achieve at this point?
So for the totally uneducated how do you guys run these games? Mechanically I mean. Are there set kinds of rules people base their own rules off, or do QMs just make or appropriate their own rule sets?
You could use a variation of my inventory/turn options list if you wanna. I know Jyotti and NewCM are using variations of it to decent effect.
Current Actions: 2 Actions Per Turns
>A. Scout(Which direction?)
>B. Gather Trade Good (What from Where?)
>D. Build Structure (1d6 for really basic, 2d6 for anything more)
>E. Research Technology (Takes 1d6+1 actions over time)
>F. Research Magic(1d10+5)
>G. Engage in Diplomacy (locked)
Roll a d100 for each action you choose First 3 will be used
Calling it mine dumb tho, since its anyones who wants to use it.
Also maps help, try Hexographer if you want. Makes it pretty easy to make world maps any way you want.
I cant think of anything else but Ill answer anything else if I can!
Always pay attention to what is written between the lines. Listen to what players say, and what they mean, and learn to tell the difference. Often times you will get your best material and ideas from them by paying attention, as well as warning signs that you may be going into dangerous waters or are otherwise doing something dumb without realizing it, but you should also be careful not to derail everything just because a few people complained about something. Learn to listen to feedback from your players, and figure out how to tell the difference between people complaining about badwrong fun and those with actual complaints. Going too far in either direction can be equally disastrous.
As for prep, I tend to require far more of it when running a quest then running a tabletop game, specifically names, locations, and general notes. Things that have happened more than things that may happen. If you are good at improvising things on the fly, you will still need to record lots of what happens and keep an account of things to avoid plot holes or mix-ups.
Your actual writing ability is incredibly important overall, as it is the primary method by which your players view and interact with the setting. Practice, and make sure you have at least a basic understanding of written English. Players have varying degrees of tolerance for typos and poor grammar, but you need to at least be legible. You will find many quests with terrible writing. Be better than them.
Figure out what you want your quest to be about, and find or make an image for your opening post. The image should include the legible title of your quest as well as provide a general understanding of the tone and content of the quest itself, like a book cover or movie poster. This serves as your billboard to tg. It is also critical that you use filters. While some claim it's to appease anti-questers, the truth of the matter is that quest players use them to find new quests just as much as anti-questers use them to avoid quests. Make sure you have your title in the title field and include "quest" or "civ" somewhere in the title and content of the OP. It is also a good idea to make a trip and name for running your quest. This is a simple and effective security measure to ensure players can tell you apart from any would-be shitposters or derailment efforts. It also allows new players to search your posts by trip on the archives to catch up after joining in a later thread.
Pick a name that fits your quest or style, make it a joke, or whatever you want, just try to make it easy to search for in an archive, and try to maintain trip code etiquette. Try to avoid posting with the trip you run with outside of your quest thread or the general.
Lastly, get a twitter, and post it every time you run. Use it to let players know when you plan on running, and when you can't make a stated date. It's convenient for everyone and has become a kind of de facto standard.
At the risk of sounding pompous, a relatively popular one that has been on hiatus for a while, but with the intention of coming back, so I probably shouldn't say.
Just know that all my pieces of advice were learned from first hand experience, and in many ways no matter how much advice you get there will never be a better way to learn then making mistakes yourself.
The only mistake you truly can't afford to make is convincing yourself not to try at least once.
I think it's not unreasonable to be sort of pissed with 2+ civ threads at every hour of the day. That said, those threads are a part of /pol/ culture. Our threads are going to be much different than those on /tg/. I guarantee there won't be any "chink village", "darkskin tribe", or Trump Empire on this board.
With that in mind, I'm going to purpose a sort of comprise where we are allowed to keep our threads as long as we keep them down to less than 2 at a time.
Great advice, reinforced a lot of what I had expected but it's good to know how you guys deal with it.
I might look at starting a game soon, just juggling a few other things and trying to figure out how to best work a schedule (Ausfag timezone here)
>mfw i'm new here and thought this thread was about the digital games
If different bird types and plumage creates the various "minorities", that could very well be possible.
I take it nobody would really like it if the player civ slowly became the minority due to constant fighting and not enough breeding?
heres your replies shitposters
honestly? not "goal" but goals
the first being achieve mastery of archery
also stop shooing away the /pol/tards atleast they bump the threads
What do humans do? I think it shouldn't be a talk of what's so unique about harpies and let's do super unique harpy stuff!. Rather, they're a civilization which is made by harpies. They build large nest-cities on top or to the side of mountains. They're dangerous because they can fly and breed fast. They're cunning and greedy tradesmen. They're beautiful and work the same way Asari do. They'll ore mines, plant fields, build bridges, yes, all those things. They'll build a civilization.
Then it's a civ fluff of harpies. There are plenty of harpy versions. Some versions don't have arms and hands even.
Because if you don't create a harpy race for a civ game, then they should just be removed from the deluxe extended list version of races.
Possible example, to a degree, of how harpies would act in a skirmish. (not the council, just the regular angels).
I like most civs. The ones I don't like, I don't participate in. Easy enough.
For those that do wanna play harpies or were creatures, great. Doesn't bother me.
I just have trouble even relating to what certain ones would be/do. It may be my failure, more than the general concept.
I'll admit that.
Probably not. Harpies aren't chosen because their popular fantasy image is just fucking overgrown birds. Slimes can't make a civ either. I recall the original image version didn't have these. Someone just decided to make his own "Bigger is always better" version and added even more redundant crap. Not that the original version was clean of them of course.
I'm toying with a land acquisition mechanic to be the basis for a more empire management feel, and introduce a grander scale for a civ thread. I wonder how well it would work and be received? Coupling it with a combat system inspired by Heroes of M&M. For the sake of simplicity I'd limit army units to five types to keep it quick even with a spreadsheet. They can be customized and upgraded, but if there's a new type of unit then an older one needs to be retired.
>Population: 320 humans (+5) [1.5% growth]: 272 civilians, 48 military [15% drafted].
>200 Hunter-Gatherers (x1): +200 food
>72 Workers (x1): , -72 food, +72 Industry
>33 Clubbers [-66 food, -17 industry]
>15 Stone Throwers [-30 food, -8 industry]
>Territory Owned: 2 square kilometers
>Village (name) maintenance:
>Projects: Housing: Thatched tents (x5) (-25)
>Food: 0 (+32 per turn)
>Industry: 22 (72 - 47 - 25)
>Researching Pottery : (272/2,000) ~7 turns. Allows construction of Granary to enable food storage.
>You are currently building a Monument (22/100) ~5 turns.
>Expand territory (North, West, South, East). (Increases food cap, allows more assets to fall in your territory, increases chance of contact with other factions, etc)
>Prospect land (Reveals assets in conquered territory)
Every X amount of territory a new village will be constructed. Every X villages a second tier of pop center will be constructed (city, castle, etc).
that is generally what I've been trying to overturn with my civs, yes. How to make races that lack certain fundamental traits like arms work as a civ.
I've generally been asking because having a vague "goal" setup makes it easier to guarantee certain standards of quality content.
If it was a simple, and importantly reactionary, "just survive", I would need to bring up a lineup of challenges to throw at the civ, likely a random table making some use of the event cards.
things like number crunching are all well and good, but
>I am not a computer, nor will I aspire to match them or derive pleasure from doing so
>I would rather focus that energy in the things that CAN'T be so easily done by a program, narrative or emotional challenges and solutions
So I'm asking about particular "goals" that particularly match harpy biology and culture, and from there work out the challenges and progression to reach that goal.
I'm mainly concerned with your military
Having exact numbers for each unit type seems to me to be needlessly nitpicky for very little effort. You're balancing multiple costs and stats before you even get to how they will play in combat or how upgrades will affect all of those calculations.
To simplify the voting process for training more military, maybe you can add the percentage of Pop for each military unit?
>33 Clubbers[10% pop] [-66 food, -17 industry]
>15 Stone Throwers[5% pop] [-30 food, -8 industry]
I'm generally still worried about all this maintenance balancing. Is that even fun on either side?
>If it was a simple, and importantly reactionary, "just survive", I would need to bring up a lineup of challenges to throw at the civ, likely a random table making some use of the event cards.
Nothing wrong with that. Fluff them a sky deity to give them direction and an established empire the live under the shadow of they need to depose. And generally, yeah. Throw shit in their direction.
Didn't get to that yet, other than saying it would be based on Heroes of Might and Magic. Yeah players can choose to balance the % to simplify it. The actual combat stats would be in a textdump to minimize the information spam. Voting wouldn't be every turn either, it's more of a vote once and forget thing until the next military warfare revision.
This 'tribe elder survey' would only come every 5 turns or so unless an event demands to see the consequences. Growth would be exponential which is why it may seem nitpicky at turn 1, but later on it's hundreds of soldiers.
The formula itself is simple and tied to a spreadsheet. Since upgrades are tied to research and buildings the formulas will be updated only infrequently, except for the pop number. Calculating a combat result would be done in a few seconds by just updating the formula and hitting enter, basically a program doing that work for you while you begin writing the result in a paragraph or two of combat description, and only showing the actual numbers in the very end.
When expanding territory it will start an event on your army most of the time. You will at first encounter packs of wolves, a troll, poisonous flora, or just a natural disease. Things that will take a toll on your standing forces. Surviving forces' strength determines the amount of land you acquire. Sometimes you might even find a random starving barbarian village and they may join you, or ruins holding artifacts, but beneficial events are rare.
Is it fun? Well, the burden is far less than it seems to be thanks to tools and experience. A hugely popular civ-quest thread had a ton of number crunching (seriously, he went overboard, I keep it simplified because I won't deal with that). Think it was called Hive Queen and it only stopped because he lost his hard drive. It gives players more concrete information on the world, and what they own. It shows things are not just abstract and have noted value.
It gives tools that help a bit more flesh out the empire part of civ and the grandness of it, with a system for numerous population centers and increasing numbers. OPs seem afraid of having more than a city state of 300. Rules tend to actually remove burden rather then add to it.
Overall; sources of inspiration are Hive Queen civ, Heroes of M&M, Civ 5, and Swarm Simulator browser game.
This. Nearly every civ thread.
>insects: can we breed with halflings?
>lizards: can we rape the human?
>minatour: can we cross with humans?
>but but but, racists are worse!!!
I never had that problem in my civs or the ones I played in.
The only one that came to mind is Cyclops Civ and them trying to breed Cyclops and Medusas.
But yes, racists are worse for your information
I see FAR less racism stuff shitting up civs, than I do the fetishfags.
Maybe tumbler has a better civ quest for you animalfetishfags. They seem more open to your furry fetish.
I just want to enjoy muh Trump tribal village fighting Cuckoldville and Shillary. ;_;
I don't want to shit up /tg/ or even post here in general other than to enjoy a /pol/ flavoured board game.
Most of the factions in Warhammer are to busy fighting to stop and be civilized
Or don't do anything buy fight
If you REALLY want to do a Warhammer civ, go with the Imperium.
Learn all about the different types of Imperial Worlds and put it to a vote.
Could you make a 'new parts acquired' or something on that vibe for insects? Since they're popular it'll get used quite often.
>>Could you make a 'new parts acquired' or something on that vibe for insects? Since they're popular it'll get used quite often.
These cards are intended to be NON-race specific, there is the "mutation" that might be onto the topic, the art even has the insect race.
>Also is there a link to all the cards you made so far?
Of course, I just do not repost them every thread to keep from looking like a pretentious ass doing non stop self promotion. (even tough that is a key element to be successful these days) Maybe making a master OP post for future threads can make list of resources and my stuff included with stuff from other contributors?
For reasons unknown to me imgur ordered the cards in a weird order.
The imgur gallery is at
pic set for card draws
maybe I should put them up to my DA to make it less of a barren wasteland of a gallery.
btw I have steered away from civs because I am terribly unfocused and try to do 100 different things at once. I did toy with the idea to make heroes or just "famous characters" that are not for fighting but instead more of an economical asset. Similarly to Master of Orion 2 where you have 2 types of leaders, the first for driving ships and the second that lead your colonies. Although you can have 4 of each at the max.
These heroes could be recruited by whatever means you wish rescued, business connections, racial interest, desirable buildings etc. They bring you a single tech which is yours forever from then on but they can leave later.
Say pic related could stop by at your town, and say that she will share her knowledge if you build her a special workshop and home and you will acquire weaving technology (an other whatever bonuses) but if you don't for X turns she will leave. (Could be tied together with "Honored Guest" card)
>These cards are intended to be NON-race specific
I understand that, and autism-wise i'd be against it too in your position, but in practice insects kinda have their own mode, and with their popularity it would stand to be the most used card I think?
Mmm... Maybe. Well, let's see. We have regular races receiving a new tool, like a crossbow or a gun. We have machines getting a new part or power source. We have insects getting new parts. Necromancers constructing some monstrosity as a new unit. How would you generalize that? Advancement? Upgrades card? Ingenuity? Maybe just "Breakthrough!" or "Eureka!" Something that may have a token example from all of these in the card and convey that one idea.
And yeah that's an interesting idea. A specialist of sort. Maybe a demon or an angel that offers to unlock his Holy/Demonology school of magic to your civ while he's present? Or a 'Deity Encountered' as some mystical shaped fog would do the same trick.
Hey guys, /pol/ tundra civ here
I managed to make two threads yesterday on /pol/, both lasted until archive. I continued with a new one two hours ago or so and it got deleted. I'll try again and if they delete it again I'm moving here
/pol/ has a long tradition of civ games, as far back as 2009 they had a pretty comprehensive ruleset for their civs, many CMs back when we ran with the six basic races only used to copy or draw inspiration from their rules
can't for the hell of me find the damn ruleset tho, maybe someone from /pol/ knows what I'm talking about
The six basic civs all make sense, have proper goals, fleshed out psychology and well establish relations towards each another.
The ten extra civs of that old pic with fairies or the variant with skaven sorta make sense too, they're all relativelly common fantasy races with only minor modifications from well established lore and one can easily picture long term goals for them.
The crazy wankery of poorly thought out races that followed was very hit and miss, people just kept piling up whatever races they found cool without putting much thought on their internal organization or how they would relate to other races; some races are simply redundant, others are ridiculously overpowered, some seems to be just furry fapbait. Some brave CMs sometimes try them out, and a few even manage to make them interesting for awhile usually by associating the weird race with a more normal one, but for the most part they're outright unplayable - it quickly becomes apparent that there's not much to do with them at all.
It kinda is a spectrum that goes from good ol humans all the way to abstract myrmidon races, but the exact point where the whole thing becomes ridiculous and unplayable is hard to discern. I really think ya'll wannabe CMs should try out the more basic races sooner rather than later, if only to get a sense of progression and a good reference to compare pacing before you run the more weird stuff; though I'm sure that if only you give them a try you'll find that even something as simple as humans on plains, elves on forests and dwarves on mountains can be quite interesting to run and play.