I don't think concepts derived from biological science are very helpful for thinking through what are (or, at least, have their origins in) literary tropes.D&D races are not "ethnicities", they are different intelligent species altogether
We can be more precise than that: they're English!Hobbits, on the other hand, are humans, at least culturally
I'm more and more inclining towards the view that in a LotR-inspired roleplaying game hobbits should not be included: in Tolkien's novels, they work as characters on which the narration can focus, to mediate the strangeness and wonder of Middle Earth to the reader. But in an RPG that role is redundant (as [MENTION=10021]kamikaze[/MENTION]Midget posted a way upthread); players should be immersing themselves in the wonder of Middle Earth, and the hobbits are a window onto that rather than an aspent of it.
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I'm not really seeing how this is distinctively non-human. It seems pretty close to what I understand to be aspects of culture in the PNG highlands: extremely limited geographic mobility making for ritualised and ingrained conflict resolution methods.When you HAVE to like your neighbour, because you can't move away and you're going to be stuck together for a VERY long time, conflict resolution methods become ritualised and highly ingrained.
Unless you're living in a place full of hard-drinking Scots.I don't really mind the stereotypes that much to be honest. At least it's something. A far cry better to have a scottish, hard drinking dwarf than a short, hirstute human. At least the former tells the rest of the players at the table that this isn't just another human.
In other words, I think that particular stereotype for dwarves works betters in the context of some cultural backgrounds than others. Like your "confict resolution" example, it doesn't strike me as particularly non-human.
Maybe the player is non-Euoropean, and so wants to imagine his/her PC as non-European also? Maybe the player wants to drop in the occasional lament about the devastation of the rainforests of his/her homeland?If we're playing a future SF RPG with those "truths" and someone comes to your table and makes an aboriginal character while everyone else makes Europeans, do you not think that it's reasonable to expect that the guy playing the aboriginal should make that come out in some fashion during play at the table?
If there is nothing distinguishing his character from the others, then why is he playing an aboriginal? What's the point?
I mean, I could flip this around: why is Europe the norm? What are the players expected to do to make their European PCs stand out as distinctively European?
Linguistic differences
dress
religion
reactions to cultural differences
I want to link this to your comment about the Amazonian character in the SF game.Letting everyone know how human you are isn't exactly hard. The tricky part is differentiating your human from the other humans in the game. So, with humans, it becomes all about the culture.
What do the players of humans, in a typical D&D game, do to show that their humans aren't (say) inhabitants of 21st century industrial North America or Europe, but rather whatever we are actually supposed to be imagining that they are? In my experience, the usual answer is "Not that much." We have tropes of dress and technology (typically pre-modern, and most often Western or Central European). We have the odd bout of "Ye Olde Englishe". And we have some very superficial tweaks to typical political and moral outlooks (eg not worrying about the merits of democracy over monarchy; a more casual attitude towards killing and violence in general).
Why should the players of non-European human PCs, or of non-human PCs, be held to a higher standard? The elf wears green, the dwarf brown. The elf uses a bow, the dwarf an axe. The elf drinks wine, the dwarf beer. The player of the dwarf mocks the elf for being sissy (in and out of character), and the player of the elf similarly mocks the dwarf for being uncouth.
I don't really see why this sort of stuff isn't enough.
I do expect to be able to tell from your portrayal of your character that the character isn't human. I don't think that's too much to ask.
if an observer at the table could not tell that your character wasn't human just by listening to the session, then I think that the player should put a smidgeon more effort into things.
I guess it depends on what you mean by "portrayal" or "referencing background".If he acts the same, dresses the same, reacts the same, and never once references his background, to the point where an observer of the game would not be able to tell that his character is different from the others, then I do consider that poor role play. Or at least somewhere that could use a lot of improvement.
If the PC evinces hatred of giants and is using an axe or throwing a hammer, is s/he a dwarf or a viking? At a certain point, the onus is on the other players to take an interest. How do the other players work out that my character is a man or a woman? Black, white, or some other race (in the modern sense)? I don't think the burden on the player of the non-human PC should be higher than that on any other player.
In my current 4e game, we have an elf, a dwarf, a drow, a tiefling and a deva who was formerly a human (prior to a resurrection experience at 15th level). The dwarf is an axe-and-hammer wielding fighter/cleric of Moradin. The tiefling is a dour and cynical paladin of the Raven Queen. The elf is a ranger-cleric, and the party scout/tracker, and also worships the Raven Queen. The drow is a chaos sorcerer who worships Corellon and strives to overthrow Lolth and thereby undo the sundering of the elves. The deva is an invoker/wizard who wields the Sceptre of Law and is trying to ensure that the gods will eventually triumph over the primordials.
In any given session, would an observer work out the various races of these PCs? Probably not - the drow often refers to the elf as "elf brother" (especially when wanting healing), and the player of the tiefling tends to make fun of the dwarf's stature (both in and out of character), but these may not come up every session. And the tiefling's status as a tiefling has been central to play only occasionally.
But then, what race and culture was the human who turned into a deva? His name was Malstaph Empel, and his home city was called Entekash. I always envisaged him as being West or Central Asian, but I don't know for sure that that is what the player had in mind. I don't see that that is a huge problem - he was an interesting character (and remains one in deva form) even if his racial and cultural origin was never firmly established in the course of play.
I honestly fail to see how the difference of (say) a few idiomatic phrases, and thinking about things like "I have a tail, so it might have physical effects" or "I have hooves, so walking on hard surfaces makes noise" is any meaningful kind of "acting" (more than what all RPers should do for characters that aren't siblings).
I agree with this.I honestly don't see how roleplaying a non-human species is any different than "getting into character" with a human from a fictional culture.
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These things also don't need to be dramatic. Really, they can and should be subtle but consistent, unless and until the underlying cultural/philosophical differences get dragged out into the open
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I don't see why non-humans are being held to some higher standard.
I would add that creating realistic fictional cultures is hugely challenging. Even thinking clearly about one's own culture, or similar contemporary cultures, is pretty hard, let alone portraying them in a roleplaying game. Most RPG sourcebooks don't try and create serious fictional cultures. Nor does most of the literary source material.