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

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Laurefindel

Legend
I mentioned The Doctor from Doctor Who. Very much not human.

From Star Trek, Jadsia (sp) Dax from DS9 would certainly qualify. Very much someone you'd never, ever mistake for being just another human.

Drax and Groot would both qualify pretty well. Most definitely aliens.

Optimus Prime makes a pretty good one. Pretty obviously not human.

Superman - depending on the writer. Supergirl, the CW show, leans pretty hard on Supergirl's alien nature. It's always a point that she's trying to be human and never really fitting in.
I'm not sure I would agree; most are capable of perfect human speech, show predictably human emotions, show decisively human-like anatomy and wear clothes interchangeable with humans; which makes them pretty human to me.

Optimus Prime is a robot that can transform into a tool that human use rather than are - that's pretty alien - but otherwise he's a noble human-like leader. Soundwave is a more alien character IMO.

Dr Who has two hearts and the ability to reincarnate - which is way beyond human abilities - but even then, (s)he not quite the same character. Yet all are impetuous but otherwise pretty human characters. It took my kids a few shows to realize they weren't human.

DS9's Dax is similar. Her symbiont makes her more than human (or whatever species she was) but retain very human-like in emotions and reactions. When my wife was watching DS9, I didn't get she wasn't just (whatever not-quite-human) star trek species for a while. Still, she is two characters. I guess that defines as alien.

Superman is, well, a super man, but a man nonetheless. He could have been a radioactive mutated human and it would make little difference. Martian Manhunter is at least visually different.

Groot is a good example of an alien character; he's got little than humans can relate to. His nature, malleable anatomy, non-understandable speech, and not quite perceivable motives makes him a good alien character. Chewbacca is there as well, but even Rocket is pretty relatable.

Most D&D races are little more than humans with funny hats IMO, and that's fine by me. The githzerai, lizardfolk, kenku, and yuan-ti are among the only truly alien PC races IMO, and so would things like troglodyte, mind flayers if they were allowed.
 

It simply seems that some people have different standards for 'alieness' than others. To me it doesn't require them to be utterly incomprehensible and unrelatable. Sure, such aliens can exist too, though probably not as playable characters. But you don't need to be that alien to be believably non-human. I can relate to my dogs, and feel I have pretty decent understanding of how they feel and think. Yet, I am relatively confident that they're not actually not humans; they're far better than most humans.
 
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Mind of tempest

(he/him)advocate for 5e psionics
It simply seems that people have different standards for 'alieness' than others. To me it doesn't require them to be utterly incomprehensible and unrelatable. Sure, such aliens can exist too, though probably not as playable characters. But you don't need to be that alien to be believably non-human. I can relate to my dogs, and feel I have pretty decent understanding of how they feel and think. Yet, I am relatively confident that they're not actually not humans; they're far better than most humans.
clearly, you have never seen a messed up or psychopathic dog.
 







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