There are arguments that D&D should , or should not be, “racially diverse,” because it was, or wasn’t, like that in the world “back then.” Folks, D&D is usually not even attempting to represent a historical society. Even when it seems to be making the attempt, it’s still a fantasy representation based on other representations. It’s not relevant to argue about “what it was like back then” without any more specificity. Even then, the historical examples you happen to know will not cut it. They are not representative of the range of human experience. The societies of fantasy worlds are bound by genre, not history. Genre is about common expectations and shared references, not actual events. Just make the fantasy as you wish within the limits of shareability, or keep it to yourself. Many components of the fantasy genre are premised on incidental premodern or preindustrial representations, in the quest for the feeling of verisimilitude , to make the fantasy seem more real. Hal...
But you aren't composing a novel or reading a script . (Not during an RPG session, anyway.) This is a long blog post about pervasive mistakes and miscommunication in the debate about "storytelling" in RPGs. "D&D is storytelling , so it needs a plot ." You can find plentiful resources on the internet today offering advice for Dungeon Masters on how to prepare a D&D campaign plot so the players will have a good story . Even though they are not the same thing, the words campaign and plot and story seem almost interchangeable in these discussions. The advice suggests that DMs begin by deciding how the campaign will end, typically with a "boss battle." You should devise a story arc before play. The DM is supposed to write a campaign before it happens . The advice can be personal or highly generic : Devise your plot. [...] Plot can roughly be defined as the action that will occur no matter what the player characters do. The models for these DM-de...