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.

archer-3617532_960_720.png

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?
 
Last edited by a moderator:

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Mind of tempest

(he/him)advocate for 5e psionics
Long lived.
Dexterous.
'Nature Attuned' and/or Magically gifted.
Society either on the decline or stagnated in comparison to the 'upstart' that is Humanity.
'High' vs 'Wood' vs 'Exile' subcultures.
'Good' but rigid and/or elitist in how they view others.
Pointy ears.

That's my off the cuff 10,000 foot view of an Elf.
okay, which ones are fundamental to elfness that if you removed would mean it would stop being elfs?
 

log in or register to remove this ad

Scribe

Legend
okay, which ones are fundamental to elfness that if you removed would mean it would stop being elfs?
This is my personal 'must have', for a basic set of elves, not getting into the subrace type 'fey' discussion, or sea elves, or whatever.

Long lived.
Dexterous.
'Nature Attuned' and/or Magically gifted.
Society either on the decline or stagnated in comparison to the 'upstart' that is Humanity.
Pointy ears.
 

Mind of tempest

(he/him)advocate for 5e psionics
This is my personal 'must have', for a basic set of elves, not getting into the subrace type 'fey' discussion, or sea elves, or whatever.

Long lived.
Dexterous.
'Nature Attuned' and/or Magically gifted.
Society either on the decline or stagnated in comparison to the 'upstart' that is Humanity.
Pointy ears.
okay, what about a raising empire?
or a non-dexterous elf?
 

Scribe

Legend
okay, what about a raising empire?
or a non-dextweus elf?
Personally, they are representative of something else. They may have an empire, but it wouldnt be expanding.
They are innately dexterous, in relation to other species to me. That is one of the points of the species, to reflect that trope.

30 seconds in. Notice Legolas? That's the kind of thing that says 'elf'. While the more mundane humans and hobbits (carried) and dwarf are trudging, he gracefully is able to walk on top of the snow.

 

Mind of tempest

(he/him)advocate for 5e psionics
Personally, they are representative of something else. They may have an empire, but it wouldnt be expanding.
They are innately dexterous, in relation to other species to me. That is one of the points of the species, to reflect that trope.

30 seconds in. Notice Legolas? That's the kind of thing that says 'elf'. While the more mundane humans and hobbits (carried) and dwarf are trudging, he gracefully is able to walk on top of the snow.

why the stagnant or falling empire? you do not need to live in the shadow of tolkien forever.
that is balance which has nothing to do with dex in real life as oddly I can do that.
 

why the stagnant or falling empire? you do not need to live in the shadow of tolkien forever.
that is balance which has nothing to do with dex in real life as oddly I can do that.
Because humanity is the younger race and the one, according to the PHB, that is starting empire-building. You can have this as expanding among ruins (PoL setting) or a defunct empire (Cormyr?) or taking by force -- Eberron has Khorvaire being colonized by Lhazaar's humans -- but expanding and trying to build institutions that outlast them is the schtick of humans by RAW. This is not only the shadow of Tolkien, it's the shadow of 5e. "Being on the rise" is one the very few things that make human specials in fantasy. That and lacking darkvision, of course. In Elvish, "a human lamplighter" is a pleonasm shunned by purists.

I don't know where this trope comes from. Humans in Tolkien were also less that then they before at the time of the war of the Ring. Maybe it was a pure product of American collective psyche, opposing humans (=American readers) to the established powers of the world in decline (Europe).
 
Last edited:

Scribe

Legend
why the stagnant or falling empire? you do not need to live in the shadow of tolkien forever.
that is balance which has nothing to do with dex in real life as oddly I can do that.
Standing on snow has nothing to do with balance in that video. :D

Why are they stagnant or in decline? Because I choose to have that trope be the standard for what I see as part of what makes an Elf.

What do you use your setting as a vehicle for? Are you trying to communicate anything with it? What other attributes do you assign to the species that populate your world, and why?

All of these are personal questions, I dont need or want an answer, but its what I ask of myself as I think about the settings I interact with.

There are tropes to lean into for an Empire in decline. Why is it so, can it be stopped, should it be stopped, why? Elves fill that function for me.
 

EzekielRaiden

Follower of the Way
There is no setting element that is not represented in the core rules.
Druids not wearing metal armor/shields. It's explicitly a setting-element. It's also not a rule. Druids have proficiency to do so; the rules are very clear about that. It simply says, "(druids will not wear armor or use shields made of metal)."

As explicitly stated by Sage Advice, this text is not a rule. It isn't saying that druids in any way lack the capacity, and in fact, they specifically can do so and suffer zero detriments for doing so. It simply says that they will not do so: it is literally saying what your character will (or won't) do. Rules Answers: March 2016 | Dungeons & Dragons

That's explicitly a setting element that is not, in any way, represented in the rules, by intent.
 

Mind of tempest

(he/him)advocate for 5e psionics
Because humanity is the younger race and the one, according to the PHB, that is starting empire-building. You can have this as expanding among ruins (PoL setting) or a defunct empire (Cormyr?) or taking by force -- Eberron has Khorvaire being colonized by Lhazaar's humans -- but expanding and trying to build institutions that outlast them is the schtick of humans by RAW. This is not only the shadow of Tolkien, it's the shadow of 5e. "Being on the rise" is one the very few things that make human specials in fantasy. That and lacking darkvision, of course. In Elvish, "a human lamplighter" is a pleonasm shunned by purists.

I don't know where this trope comes from. Humans in Tolkien were also less that then they before at the time of the war of the Ring. Maybe it was a pure product of American collective psyche, opposing humans (=American readers) to the established powers of the world in decline (Europe).
but why does it have to be that way? the answer is blind tradition thus it is not fundamental to elves.
5e looks like it is trying to change things so it is likely things will get looked at thus it is not relevant beyond the understanding it is what we will be working with ultimately, not in what makes an elf an elf.

no, it is a very old trope given the master kong had it towards the zhou and Confucius is super dead even when Tolkien walked the dirtball.

Standing on snow has nothing to do with balance in that video. :D

Why are they stagnant or in decline? Because I choose to have that trope be the standard for what I see as part of what makes an Elf.

What do you use your setting as a vehicle for? Are you trying to communicate anything with it? What other attributes do you assign to the species that populate your world, and why?

All of these are personal questions, I dont need or want an answer, but its what I ask of myself as I think about the settings I interact with.

There are tropes to lean into for an Empire in decline. Why is it so, can it be stopped, should it be stopped, why? Elves fill that function for me.
we are talking about the definition, your standards are not relevant in this task of definitions save it for when we try to make examples.
we are not talking about any setting just what an elf is so we can work out how to have races that are more than human in funny ears without them being utterly offensive.

ten thousand things can fit that trope without it is an elf not an elf is the question?
Druids not wearing metal armor/shields. It's explicitly a setting-element. It's also not a rule. Druids have proficiency to do so; the rules are very clear about that. It simply says, "(druids will not wear armor or use shields made of metal)."

As explicitly stated by Sage Advice, this text is not a rule. It isn't saying that druids in any way lack the capacity, and in fact, they specifically can do so and suffer zero detriments for doing so. It simply says that they will not do so: it is literally saying what your character will (or won't) do. Rules Answers: March 2016 | Dungeons & Dragons

That's explicitly a setting element that is not, in any way, represented in the rules, by intent.
you are certainly correct about that.
 

Micah Sweet

Level Up & OSR Enthusiast
why the stagnant or falling empire? you do not need to live in the shadow of tolkien forever.
that is balance which has nothing to do with dex in real life as oddly I can do that.
You dont have to, but those things say elf to me as well. Probably because Tokien was my first exposure to fantasy. I dont want elves to vary much from this, unless they are intentionally playing against type (which means the classic elf had to be the default).
 

Related Articles

Remove ads

Latest threads

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top