D&D General Worlds of Design: More Human Than Human

30-some years ago I wrote an article "My Life as a Werebear" (in White Dwarf #17) that provided rules for player character monster species such as blink dog packs and giants. Nowadays we take having many playable species in fantasy role-playing games for granted. But that variety can make for a much more interesting game ... in moderation.
We take having many playable species in fantasy role-playing games for granted. For example, 30-some years ago I wrote an article "My Life as a Werebear" (in White Dwarf #17) that provided rules for player character monster species such as blink dog packs and giants.

fantasy-4634079_1280.jpg

Picture courtesy of Pixabay.​

“Race” vs. “Species”

D&D rules uses the term “race” the way I would use “species”—nomenclature that is particularly present in the dominance of the “human race” in AD&D, as M.T. Black quoted Gary Gygax in Dragon Reflections #29. This is beginning to change; Pathfinder 2E now uses ancestries” instead of race. For the purposes of this article I’m using the term “species.” There are several reasons for multiple species in fantasy role-playing games:
  • Variety
  • Role-Playing Opportunities
  • Increase Gameplay Depth
  • Tactical Advantages
Variety

When the game is not skill-based, playable species help provide variety. Variety is obviously desirable in games because players have more ways to enjoy the play. That variety can come from different character classes, different skills, or different species, among many other things.

Many game players nowadays favor variety over depth—depth requires more thinking, and not everyone wants to think for their entertainment. In other game fields, you may have seen board games that have "character cards" to achieve something like different kinds of playable creatures/people. Video games often have a few different playable characters.

Role-Playing Opportunities

Many players will play a dwarf quite differently from how they play a human, and as playable species become more exotic the differences can be more exaggerated. I think a designer wants to have more or less familiar species before they start adding their own creations, as many players will play the familiar species but not the unfamiliar ones.

Increased Gameplay Depth

Gameplay depth involves the number and importance of decisions in a game. As each species has different capabilities, you add to the possible depth of the game. A game can be relatively simple and still have lots of gameplay depth. It doesn't take a lot of thinking to cope with variety in a game, but to play a deep game well requires a lot of thought. While variety has been displacing gameplay depth in board games for quite some time, it still can exist in long board games if not in the short ones popular today. Same for RPGs.

Tactical Advantages

Species with different capabilities can alter tactics. For example, even in games where you can hit your own people with an arrow shot into melee, you can pretty safely fire over the head of a dwarf if you stand immediately behind (and you're not another very short character).

I recall playing with what we called the "elf army," that is, an adventuring party made up entirely of elves. We also had a "dwarf army" but that was less flexible because dwarves were not "magic users," though they had clerics. I remember playing in an all-human party that had no magic users, but without the extra benefits of being dwarves that was quite nerve-racking.

The Downside to So Many Species

Some rulesets try to use restrictions on species to balance their advantages. Unfortunately, players and GMs tend to drop the restrictions, leading to a form of power creep that in turn leads to newly developed species being more powerful than the traditional ones.

Species proliferation and a player's search to find one that's "good at everything" is a disadvantage of having lots of species. This variety also can lead to unbelievable variance in party composition that wouldn’t be found in most homogeneous fantasy cultures—although it strains credibility, this doesn’t usually bother players.

All these extra rules can make life harder for the GM and even the players. Wise GMs will limit the species available to the players rather than accept anything that's published.
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Dire Bare

Legend
Race is a biologically correct term referring to distinct populations within a single species . . .

Huh? I have never heard that before. I have an anthropology background, and a fairly broad, if undergraduate, education in biology.

To the best of my knowledge, scientifically, you are incorrect. Race is not a scientific term at all, but a social construct. The various social sciences (anthropology, sociology, etc) do not accept its validity as a biological concept. Neither does the science of biology itself, again, to the best of my knowledge.

In the social sciences, when speaking to different populations of humans, the accepted term is ethnicity. Populations of humans that share cultural and some physiological traits.
 

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Tonguez

A suffusion of yellow
Huh? I have never heard that before. I have an anthropology background, and a fairly broad, if undergraduate, education in biology.

To the best of my knowledge, scientifically, you are incorrect. Race is not a scientific term at all, but a social construct. The various social sciences (anthropology, sociology, etc) do not accept its validity as a biological concept. Neither does the science of biology itself, again, to the best of my knowledge.

In the social sciences, when speaking to different populations of humans, the accepted term is ethnicity. Populations of humans that share cultural and some physiological traits.

Hi fellow Anthropologist :)
Heres the wilipedia link Race (biology) - Wikipedia

So while its true that the term isnt very popular due to the common association with Human Race-ism, the term ‘Biological’ Race is used more widely in botany and animal husbandy though often in the form Landrace.

Race in humans is entirely social construct
 

Dire Bare

Legend
Hi fellow Anthropologist :)
Heres the wilipedia link Race (biology) - Wikipedia

So while its true that the term isnt very popular due to the common association with Human Race-ism, the term ‘Biological’ Race is used more widely in botany and animal husbandy though often in the form Landrace.

Race in humans is entirely social construct

Thanks for the link . . . I had no idea that scientists of any stripe used the concept of race biologically.

Still, when reading that Wiki article . . . race is an informal term with varying definitions dependent on scientific discipline. So, still not a great term scientifically, even when referring to non-human animals and other living things. But, one that is used by some scientists in some fields . . .

Of course, the reason why that Wiki article is long-ish and lists other obscure terms for similar concepts is that . . . biology is messy. Where one distinct population ends and the other begins is fuzzy and often up for debate. Both across time (evolution) and space (different extant populations).
 

Weiley31

Legend
What races exist in the setting (as NPCs) and what races are available for players depends on the genre, tone, and feel the group is going for. But I often find that some DM's arbitrarily and unnecessarily restrict player choice based on misguided reasoning.

Even in a standard D&D game, many DM's try to avoid the "menagerie" effect (or Mos Eisley cantina effect) of having an adventuring party where humans are rare and everybody seems to be playing some exotic race that is supposedly "rare" in the campaign setting. The standard D&D setting has many exotic species, but is still human-centric.

So what's the solution? To ban all those crazy races at your table (dragonborn, tengu, firbolgs, tabaxi, etc, etc)? To me, that decision is misguided and unnecessarily restricts player choice. So what then?

Rather than restrict any specific races, try a lottery or slot system for group character creation. Everybody gets to pull a "lottery ticket" out of a hat, and each coupon gives some sort of character creation bonus or option. If the default rule is "All characters are human", then you might have 3 coupons in the hat allowing demihuman characters, and only 1 coupon in the hat allowing more exotic species for characters. The player who gets the "exotic species" coupon can choose from just about any race available, player's who get the "demihuman species" coupons can choose from elves, dwarves, halflings, or gnomes. Everybody else is human. You could even allow players to trade coupons to foster harmony.

Coupons can be granted for other character creation bonuses as well. Extra feats, legacy items, enhanced backgrounds (prince of the realm) . . . .
I actually like that ALOT!
 

Tonguez

A suffusion of yellow
Thanks for the link . . . I had no idea that scientists of any stripe used the concept of race biologically.

Still, when reading that Wiki article . . . race is an informal term with varying definitions dependent on scientific discipline. So, still not a great term scientifically, even when referring to non-human animals and other living things. But, one that is used by some scientists in some fields . . .

Of course, the reason why that Wiki article is long-ish and lists other obscure terms for similar concepts is that . . . biology is messy. Where one distinct population ends and the other begins is fuzzy and often up for debate. Both across time (evolution) and space (different extant populations).

Yeah, its one of those tricky ones but I used it as being relevant to this thread as Demihumans are spread between species and race too.
While race is meaningless when speaking of modern human groups it does have use when considering things like Homo Sapiens Neanderthals, Denisovans and Homo Erectus. Neanderthals are a landrace of Homo Sapiens (adapted to ice age north) whereas Homo Erectus is probably/possibly a different subspecies of Homo species. Homo Hidelbergensis is a transitional race still debated as to whther it should be classified as H Erectus or H Sapiens or both. There is also debate as to whether the Habilis race is correctly Homo Habilis (Homo species) or Austrolopithicus Habilis (a different Genus)
 

Dire Bare

Legend
Yeah, its one of those tricky ones but I used it as being relevant to this thread as Demihumans are spread between species and race too.
While race is meaningless when speaking of modern human groups it does have use when considering things like Homo Sapiens Neanderthals, Denisovans and Homo Erectus. Neanderthals are a landrace of Homo Sapiens (adapted to ice age north) whereas Homo Erectus is probably/possibly a different subspecies of Homo species. Homo Hidelbergensis is a transitional race still debated as to whther it should be classified as H Erectus or H Sapiens or both. There is also debate as to whether the Habilis race is correctly Homo Habilis (Homo species) or Austrolopithicus Habilis (a different Genus)

I've been doing some learnin' on the terms you've introduced me too today (landrace, etc) and I'm not convinced they apply to a discussion of real-world human species or fantasy-world demihuman races/species. But, I think to argue about them gets us past the point as the terms are hazily defined and my level of current knowledge hasn't progressed much past Wikipedia yet . . .

The relevant terms, culturally and biologically, are race, species, and ethnicity. Which do we use in our D&D games?

In my view, the ancient human species that co-existed with homo sapiens hundreds of thousands of years ago is a great parallel to the demihuman races of standard D&D (elves, dwarves, halflings, gnomes). We're still comparing real-world scientific classification to fantasy-world concepts based on myth and literature, but we have a situation of multiple sentient, cultural, tool-using, language-speaking populations competing and interacting with each other, and even in some cases interbreeding. How closely related they are and where exactly to draw the classification lines is a constant debate, fueled by new discoveries every once and a while, but very parallel to the D&D racial situation.

I've been intrigued by the current movement by some game publishers to leave the term race behind and use something else, like ancestry and heritage. Still, none of these alternate schema have felt comfortable to me personally. And the scientist in me loves the more accurate use of species and ethnicity, but those words ring strange in the pseudo-medieval worlds of D&D to my ears. Besides, to non-scientists (i.e. most of us), the term species is as well understood as race and ethnicity is social science jargon. And while the term race is not scientific, it is a very real cultural idea that we continue to use today in society, and not just when we are being racist.

I'm not done thinking about these ideas and I do think the words we use in our D&D games have impact and importance. But my current thinking is to continue to use race as it is currently in the game. But to replace the term subrace with culture, with race mapping to species and culture mapping to ethnicity.

So, my character is of the elven race, and the wood elven culture.

It sticks closely to how race and subrace work in D&D currently, sticks with the cultural/mythic/literary tone of the game and genre, and maps (if imperfectly) to the scientific ideas I share regarding the real world.

And I think the scholars of my fantasy world are going to have just as much fun as the scientists of the real world when it comes to drawing those lines between races . . . how different are elves and humans really? Do they have a common ancestor? Is evolution even a thing in fantasy land? Can they have viable offspring? Should they? It's going to be messy, imperfect, and probably involve some good old fashioned racism for the PCs to oppose.
 

Lylandra

Adventurer
/sigh

While this is an interesting topic, I'd really love to see one of LP's articles that doesn't scream "old man yells at cloud" to me by stabbing at what he percieves to be the "spoiled youth of today" while reveling in his old-school-systems are superior mood.

Well, here's my 2c:

1) I like the idea of ancestries as they combine biology with cultural traditions and allow for more variable concepts. For example, we got an air genasi teen who was found by halflings and was raised like a halfling child. Which makes one hilarious character concept. With ancestries she would have had the opportunity to implement her halfling culture into her "build".

2) Depth - I agree that playing a different species should or could add gameplay quirks, but you'd have to be very careful to not make them mandatory in certain situations. Unless you plan your campaign around your party. This can be problematic with the overabundance of darkvision in 5e where you'd be in a huge disadvantage as a human player.

3) However, could you please decide whether or not you're in favour of variety and whether or not it increases depth in your opinion? In my opinion, it does increase depth if the player wants to. Having a lot of tools to choose from in character creation (ancestry, background, class, stats...) opens up the possibility to weave immensely variable, creative and deep concepts. Which also tend to evoke ideas of background story as well. For example, I really got hooked by the Divine Sorcerer in 5e and then decided to play as Aasimar as being both a mechanical and a thematic fit. I then made up my character's story background in no time.

But that's the "good case". If players are overwhelmed with choice or if they just want to be "best at all", you might end up with a purely mechanical, specialized powerhouse that doesn't fit thematically, or a complete patchwork that's "can do everything" but only a little bit.

4) Power creep - this is only a problem when game designers don't do their job. In my opinion, 1e/2e racial restrictions were stupid, and balance should never be achieved through such restrictions. Using LA as a balance tool is problematic as well. Just make every species interesting in their own, unique way. And I get that this is really hard for the human species which is a) almost always bland or generic and b) therefore either intrinsically better for every build or intrinsically worse for every build than other species.

Ideally, and that's just my POV, species would not be primarily about the stats, but more about the quirks. Because stats limit builds. Detecting secret doors doesn't limit. A +2 Str or -2 Str does.

5) Too many species - Yes! But that's what session 0 is for. I've limited species based on setting and I would do it again. I'm also in for my player's wishes, so if they want to play in a world without Yuan-Ti or Drow, so be it. Having a themed campaign where your group consists of only dwarves or elves can be fun, too! But then you'd need to think about how to include the more odd combinations (like a dwarven bard or so).
 

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