Mr. Lahey
Explorer
I agree, but that’s the issue, IMO. Making them act differently is left up to the player, which means that it will vary from group to group and player to player. Without guidelines written in the game itself there will be no way to ensure even a basic consistency.Not just "if you want to..."
It is, "if the differences between humans and non-humans are too small, you don't really need the non-humans."
You know how everyone complains that non-humans just seem like humans in costumes? Well, that means your non-humans are not distinctive enough.
Right, but then you have to actually make them DIFFERENT. Being a little stronger faster, or tougher doesn't really do it.
Putting aside the physical capabilities, whether we’re talking arracoccra, thri-kreen, Kua-toa or other creatures, I would think that most writers or creators would imagine differences in their societies that relate to various behaviours or instincts we might assign to birds, insects or fish.
If we were to encounter either of these three as “societies” in a game, we’d likely be more understanding of these generalizations, since the nature vs nurture aspect of this is ambiguous. When someone wants to play one of these as a PC, however, any attempt to develop parameters around how a PC version of either of these ‘should’ differ in their outlook on life or how they relate to the outside world will lead us right back into the same problematic territory.