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?
 
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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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My point merely was that what Ezekiel said about druid armours is, to put it charitably, contentious, and people should be aware of that and discuss how to handle the matter with the people they're actually playing. "I read on the internet that it is not a rule so I didn't follow it" is a thing that can easily lead to bad feels if other people at the table think it is a rule that should be followed.

And if people are interested in the arguments related to the issue, they can read the previous thread. If they after doing that feel they have something new to add, then they probably could start a new thread about it. (But please don't.)

In any case, it is not a topic for this thread, this thread will be locked for completely other reasons!
 

Micah Sweet

Level Up & OSR Enthusiast
Out of curiosity, can anyone name a popular character -- ie, a character that really resonated with people -- from science fiction and fantasy film/TV/literature/gaming who wasn't a human wearing a suit (or funny hat)?

I'm currently near the end of a Babylon 5 re-watch. A show with a lot of fantastic alien characters (Londo, G'Kar, Delenn). But the fantastic because they're so human, esp. Londo.
For the record, I absolutely love Babylon 5!

However human they act, however, it should be noted that the vast majority of nonhuman characters in film, TV, and literature are more defined by their status as an alien than by their job. Hundreds of stories go into biological and/or cultural differences these characters have with the humans. Londo being a Centauri defines everything he does, and Worf being a Klingon is nearly as important. PCs who leaned into this more would feel different from humanity.
 

Hussar

Legend
For the record, I absolutely love Babylon 5!

However human they act, however, it should be noted that the vast majority of nonhuman characters in film, TV, and literature are more defined by their status as an alien than by their job. Hundreds of stories go into biological and/or cultural differences these characters have with the humans. Londo being a Centauri defines everything he does, and Worf being a Klingon is nearly as important. PCs who leaned into this more would feel different from humanity.
This I agree with.

As I said, trying to define alien as "completely different and unrelatable to humans" is not really playable. I mean, sure, Groot is great in the movies. Lots of fun. But, does anyone really want to play a character for the next couple of hundred hours where the only thing you can say is "I am Groot"? Not exactly conducive to play.

And, let's not forget, at the heart of the issue is playability. The notion that different races have racial languages, for example, is utterly ludicrous. All elves speak "Elven"? Seriously? Never minding the notion of "Common" as a language as well. Again, it's 100% unrealistic, but, it's done in the name of play. While trying to cope with language issues might be fun for a session or two, an entire campaign where every character speaks a different language not be a good time, and, from a practical standpoint, nearly impossible to do. So, we accept the notion of "Common" and "Dwarven" and "Elven".

My point being, one of the easiest means of differentiating people - language - is taken off the table right off the bat. There's a reason that SF shows like Star Trek or Doctor Who have universal translators. It helps move things along. But, it does contribute to the notion that everyone is just a bumpy headed human when your primary example of that alien is a trained thespian stage actor. :D "Why do you sound like you're from the North?" "Lot's of places have a North." :D
 


Hussar

Legend
Been noodling around in my brain for a while with thoughts about this and the notion of alien as "unfathomable" vs "anthropomorphic". Had a few thoughts:

1. In a D&D world, we know that the mortals were created by gods. And that the gods are not inscrutable to each other. Gruumsh and Corellon might hate each other, but, they can totally understand each other's motivations and carry on a conversation. So, with that in mind, the notion of totally alien mortals is pretty easy to bypass. The mortals can talk to each other and understand each other because the folks that created them built it into them. If elves were totally inscrutable to orcs and vice versa, it would be pretty hard to stoke those fires of hate after all.

2. If your idea of an alien is an intelligent shade of blue, then, sure, it's going to be inscrutable. But, presuming for a moment that our two beings are roughly analogous, then they will have a lot of points in common. I might not be able to converse with a cat, but, it's not too hard to figure out what's motivating it to knock my favorite plant off the windowsill - cats are naughty words. :D But, joking aside, assuming that our two species are mortal (more or less), procreate in some fairly understandable way, need to eat, rest, poop, that sort of thing, then those two species have a number of points in common that make it fairly reasonable that they would be able to understand each other. I don't need to be a genius to figure out why that dwarf is pounding that metal into a shape. It's a mug. And, over time, we're going to be able to come up with language that allows us to communicate.

With those two points in mind, the whole "humans with bumpy heads" criticism is kind of missing the point. It's not all that unreasonable that two species, with similar physiology, say a human and a dragonborn, similar needs and whatnot, are going to behave in, if not similar ways, at least understandable ways. A dragonborn farmer isn't going to be radically different from a human farmer or a halfling farmer. It's still wheat at the end of the day, and there's just only so many ways you can make wheat grow. All three groups will probably have farms and houses and tools and whatnot that would be pretty understandable by the other groups. Sure, maybe dragonborn use a base 9 counting system instead of base 10, but, that's pretty easy to work around.

I mean, heck, the French don't have a word for 80, yet, they can do the same math that English speakers do. Conversely, English speakers don't have a word for ten thousand, yet, we can get along well enough talking to the Japanese. So one and so forth.

So long as our aliens are more or less humanoid - bilaterally symmetrical, bipedal, hands for manipulation and so on - our aliens are going to be fairly understandably "human".
 

Mind of tempest

(he/him)advocate for 5e psionics
Been noodling around in my brain for a while with thoughts about this and the notion of alien as "unfathomable" vs "anthropomorphic". Had a few thoughts:

1. In a D&D world, we know that the mortals were created by gods. And that the gods are not inscrutable to each other. Gruumsh and Corellon might hate each other, but, they can totally understand each other's motivations and carry on a conversation. So, with that in mind, the notion of totally alien mortals is pretty easy to bypass. The mortals can talk to each other and understand each other because the folks that created them built it into them. If elves were totally inscrutable to orcs and vice versa, it would be pretty hard to stoke those fires of hate after all.

2. If your idea of an alien is an intelligent shade of blue, then, sure, it's going to be inscrutable. But, presuming for a moment that our two beings are roughly analogous, then they will have a lot of points in common. I might not be able to converse with a cat, but, it's not too hard to figure out what's motivating it to knock my favorite plant off the windowsill - cats are naughty words. :D But, joking aside, assuming that our two species are mortal (more or less), procreate in some fairly understandable way, need to eat, rest, poop, that sort of thing, then those two species have a number of points in common that make it fairly reasonable that they would be able to understand each other. I don't need to be a genius to figure out why that dwarf is pounding that metal into a shape. It's a mug. And, over time, we're going to be able to come up with language that allows us to communicate.

With those two points in mind, the whole "humans with bumpy heads" criticism is kind of missing the point. It's not all that unreasonable that two species, with similar physiology, say a human and a dragonborn, similar needs and whatnot, are going to behave in, if not similar ways, at least understandable ways. A dragonborn farmer isn't going to be radically different from a human farmer or a halfling farmer. It's still wheat at the end of the day, and there's just only so many ways you can make wheat grow. All three groups will probably have farms and houses and tools and whatnot that would be pretty understandable by the other groups. Sure, maybe dragonborn use a base 9 counting system instead of base 10, but, that's pretty easy to work around.

I mean, heck, the French don't have a word for 80, yet, they can do the same math that English speakers do. Conversely, English speakers don't have a word for ten thousand, yet, we can get along well enough talking to the Japanese. So one and so forth.

So long as our aliens are more or less humanoid - bilaterally symmetrical, bipedal, hands for manipulation and so on - our aliens are going to be fairly understandably "human".
time to remove bilateral symmetry then.
 

Aldarc

Legend
This I agree with.

As I said, trying to define alien as "completely different and unrelatable to humans" is not really playable. I mean, sure, Groot is great in the movies. Lots of fun. But, does anyone really want to play a character for the next couple of hundred hours where the only thing you can say is "I am Groot"? Not exactly conducive to play.

And, let's not forget, at the heart of the issue is playability. The notion that different races have racial languages, for example, is utterly ludicrous. All elves speak "Elven"? Seriously? Never minding the notion of "Common" as a language as well. Again, it's 100% unrealistic, but, it's done in the name of play. While trying to cope with language issues might be fun for a session or two, an entire campaign where every character speaks a different language not be a good time, and, from a practical standpoint, nearly impossible to do. So, we accept the notion of "Common" and "Dwarven" and "Elven".

My point being, one of the easiest means of differentiating people - language - is taken off the table right off the bat. There's a reason that SF shows like Star Trek or Doctor Who have universal translators. It helps move things along. But, it does contribute to the notion that everyone is just a bumpy headed human when your primary example of that alien is a trained thespian stage actor. :D "Why do you sound like you're from the North?" "Lot's of places have a North." :D
Keith Baker actually talked about this in regards to the Elvish language in Eberron in one of his blog posts, namely this idea that somehow - perhaps through their connection to their fey origins - all Elves and Half-Elves intrinsically know Elvish.
 


Hand of Evil

Hero
Epic
Sure. As I said, if your idea of alien is an intelligent shade of blue, then, well, all the gloves come off. That's basically what Mythos creatures are really - the inscrutable alien that is impossible to be understood by humans. Makes for interesting fiction, but, not very interesting games.
In a way this was explained in Stargate SG-1 when Thor told the Team why they were asking the humans for help with the replicators, to provide solutions outside the box, it was beyond the Asgard to think of things like guns being effective weapons. They had limited imagination. There was a book (don't remember the title) back in the 70's that sort of had a theory; That the greater the technology, the more it became defeated by primitive means. Now, I think it some how relates to the universe being a Hologram, races using AI to be creative and find solutions to problems they maybe facing.
 

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