Worlds of Design: Same Humanoids, Different Forehead

Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.

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Picture courtesy of Pixabay.

From Go to Risk

Fantasy role-playing games can suffer from a plague of the notion that everyone must be the same. Humanoid species—dwarves, elves, halflings, etc.—are often just funny-looking humans. Alignment becomes a convenience, not a governor of behavior.

Consider games that have no differentiation. All pieces in the game Go are the same and can do the same thing. That’s true in Checkers as well until a piece is Crowned. And all the pieces in Risk are armies (excepting the cards). Yet Go and Checkers are completely abstract games; and Risk is about as abstract as you can find in something that is usually called a war game. One defining feature of abstract games is that they have no story (though they do have a narrative whenever they’re played). They are an opposite of role-playing games, which have a story whether it’s written by the GM or the players (or both).

Differences become more and more important as we move down the spectrum from grand strategic to tactical games and as we move to broader models. Role-playing games like Dungeons & Dragons are not only very tactical games in combat (“skirmish games”), they’re usually meant to model a life we think could exist, though it does not, just as most novels model something we think could happen, in certain circumstances (the setting). As such RPGs encompass far more than an abstract or grand strategic game ever could.

The same applies to RPG species. The appeal of RPGs is that species are not the same, dragons are not like goblins, who are not like hellhounds or even hobgoblins, one species of aliens is not like another and not like humans, and so on. Having species that are different, even if they are humanoid, is a shorthand means of giving players an easy means of creating a character.

Same Actors, Different Makeup​

When it comes to humanoids, species differentiation doesn’t necessarily mean statistical bonuses. From a game design perspective, designers generally want sufficient differentiation to give players an opportunity to implement their strategies. (I’m not talking about parallel competitions, where players follow several “paths to victory” determined by the designer; players are then implementing the designer’s strategies, not their own: puzzles for practical purposes.) At the same time games should be as simple as possible, whereas puzzle-games may be more complex to make the puzzle harder to solve.

If statistics alone don’t differentiate species, then the onus shifts to the game master to make them culturally more nuanced. This goes beyond characters to include non-player characters. Monsters, for example, are more interesting when they’re not close copies of one another. Keep in mind, an objective for a game designer is to surprise the players. Greater differentiation helps do that, conformity does not.

On the other hand, one way to achieve simplicity is to limit differentiation. Every difference can be an exception to other rules, and exceptions are the antithesis of simplicity.

Differentiation Through Alignment​

Alignment-tendencies are another means of differentiating species. Alignment is a way to reflect religion without specifying real-world gods, but even more it's a way to steer people away from the default of "Chaotic Neutral jerk who can do whatever he/she/it wants.” (See "Chaotic Neutral is the Worst") Removing alignment tendencies removes a useful GM tool, and a way of quickly differentiating one character from another.

Keep in mind, any game is an artificial collection of constraints intended to provide challenges for player(s). Alignment is a useful constraint, and a simple one. On the other hand, as tabletop games move towards more a story-oriented and player focus, species constraints like attribute modifiers and alignment may feel restrictive.

Removing these built-in designs changes the game so that the shorthand of a particularly species is much more nuanced … but that means the game master will need to do more work to ensure elves aren’t just humans with pointy ears.

Your Turn: How do you differentiate fantasy species in your game?
 
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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I differentiate between humanoid species by the differing levels of ability (better or worse) than humans have, or by having abilities that humans don't have at all, and occasionally by not having certain abilities at all that humans do have.
 

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Blue Orange

Gone to Texas
Do we know elves' views would be formed in the first 100-200 years? I mean, humans do tend to stick with the views they had at 30, but there's no guarantee elves would. They might take the extremely long view, whatever that is, or be radical environmentalists. As for compound interest over 800 years...once you get to that huge a time scale you start running into the collapse of the society or the company. How much would your Royal East India Company shares be worth now?

I'm laughing at the idea of libertarian dwarves. That's not the way they're portrayed, but dwarves smoking weed, firing pistols, and trying to sell everyone on Dweomercoin ("see, it's gold that's been turned into magic, so it can't be debased by a central agency") is certainly a different image.
 



Ace

Adventurer
Which of course begs the question of why have those other races at all, but I know we're not going to arrive at consensus on that one.
I prefer not to use them myself but I am fine with half elf, orc, and the like. Still human just touched by the other. These are easy to fit in and many myths have such characters so exemplars are easy to find.
 

Xeviat

Hero
In my setting, of the core 7 races/lineages that make up what the world views as the "Civilized Peoples", only 4 of them are mammalian. I've been building up the "species" in a sci-fi approach, knowing what they evolved from. Sometimes, the drastically different biologies have made big changes to the personalities, outlooks, and societies of these peoples.

For instance, one of my liniages are amphibians. They can tolerate salt and fresh water, their eggs need to be laid in a large pool of circulating water, and their larval stage is fully aquatic; those set a lot of baselines for their society. But, an even bigger change for them is they are born "male" and become "female" only if thee dominant female in the group passes (this is regulated by pheromones and limited by age). This has lead to them, more or less, having a genderless society, having a very different view of relationships, friendships, and romance, and entirely different concepts of family. They're also quite cold tolerant and have great regenerative abilities (over long durations, not combat regeneration) and no external genitalia, so clothing has developed differently (you wouldn't want cloth dragging you down in the water and constantly having to dry it off all the time going in and out).
 

Hussar

Legend
I have three thoughts on this.

1. The differentiation issue has a lot to do with the fact that being different from humans is never rewarded. It's barely punished either. So, while on paper, you have these various playable races, nothing in the game actually references them. If I play my elf as a human that sees in the dark, the game does not care one whit. So, for years, all I saw were people playing elves because elves were better mechanically than humans, that in no way, shape or form were different from humans. You have this race that lives for centuries (possibly millennia depending on edition), innately magical, and very alien in their point of view, that are just as venal, money grubbing and focused on the short term as the most lackluster murder hobo human character.

If you want to see differentiation between races in the game, you need to make the game have mechanics that reward this. Otherwise, most people simply won't bother.

2. If the only way you can differentiate between two races is alignment, then you've failed to present an interesting race. Full stop. If a race is only different because it is "good" or "evil", then this is truly just a human in a funny mask. Alignment is probably the least interesting differentiation between game elements. There's a reason that alignment has largely fallen out of the game over the years. It's boring, crude, causes far too many table problems, and does virtually nothing to add anything of interest to the game.

3. The notion that you need massive differences to differentiate races is a false one. Look at Vulcans. Physically nearly identical to humans. Certainly could pass for human easily. Yet, does anyone think Vulcans are just humans? Or Time Lords. There's a perfect archetype for elf players to aspire to. The Doctor is very much what an elf could be depicted as. Frenetic, manic, with this huge history behind them, gender fluid and remembers past lives perfectly. Only real problem is that how do you do that with a 1st level bard elf? It's not easy. But, no one said it should be easy. I don't have a great answer for this, but, I do know that if you're looking for an example of what an elf should play like, Doctor Who is a great place to start. Actually, thinking about it, I'd say that any Trans-Humanist SF is also a good place. The Netflix show Altered Carbon makes for a great example of an Elven civilization.
 

Scribe

Legend
Interesting topic. I think its most interesting that people actively think making the various options 'more human' is a good thing. Seems completely contrary any idea to even having them, beyond 'I want to look different.'

Yes it would take more effort to role play them, but to me that's the appeal or even purpose of having PC options beyond Human.

If its all just a different appearance, as noted a few times, most don't even look at the fact these races are long lived. They just play them as Human.
 

pming

Legend
Hiya!
Your Turn: How do you differentiate fantasy species in your game?
In short, by saying "These guys are like..." then throw in reality-based examples. After that, maybe a little extra tid-bit of blatantly in-your-face "uniqueness" (e.g., "The males have a third eye in the middle of their forehead that only opens when they are looking to mate; it allows them to 'see' pheromones' of the females to find a compatible one").

That's about it in a nutshell.

^_^

Paul L. Ming
 

Augreth

Explorer
History and culture, as many here already wrote. Plus relationships between the people: the elves once enslaved the orcs, so whenever our half-orc hero is near an elf or even an elven settlement, he totally freaks out, in anger or maybe in fear.

Social structure and its influence on the individual, as Mind of tempest mentioned it, are also very interesting ways to differentiate. Especially when our half-orc hero from above comes home to his fellow greenskins and brings his non-orcish friends…

In the end a DM can give only directions, the players have to make it happen. Like that mistrusting little half-elf-half-goblin in my group who finally found friendship in his co-adventurerers…
 

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