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Making Nonhumans different

Kind of an oldie, and sci-fi, but Niven's alien species in Ringworld (the Puppeteers and the Kzinti) were pretty alien psychologically...

Also in one game I played in, it was determined by popular vote that dwarven physiology was alcohol-based. If you're going to have stereotypes... you may as well justify them.
 

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Personally, I would like other races to still be recognizably humanoid. Thri-kreen are already pushing it extremely far. At some point it gets just too crazy and it becomes less believable that such creatures could form a shared society, even if it is just the small world of taverns frequented by adventurers. Having adventuring groups like the Cantina in Star Wars would probably be a bit too much for most people.

But I agree, that parts of a races society and culture should be a logical result of its unique physiologcal traits. If elves can live ten times as much as humans, it seems to simple to me to just say "elves age at one tenth the speed that humans do and remember things that were 100 years ago just the same way humans remember things from 10 years ago." If you change just two or three factors, really giving it some thought what that means for society can do a great deal in shaping the culture of nonhuman races.
But it has to make sense. How is "all kender are child like" supposed to work? Where do they get food, how do their organize, who builds their homes? An entire race in which every single member has massive ADHD could possibly regarded as somewhat funny, if one has a really immature taste in humor, but the logical conclusions make it all nonsensical.
 

Paizo has re-flavored races for Golarion. Space-elves, fey-gnomes etc.
They have some theme-rules too and if fallowed could lead to some interesting situations.

I don't really like playing non-humans myself. Unless they started as humans. Human corrupted into 'something' is my most common character race. All gm:s do this to my chars, there must be something about me.

Ok, but problem is that most players get interestin in annoying steretyphical things. Like kender-thieves have proven.

Alien qualities should be pondered carefully, they must be easy enough to remember and potray by human player. Also, they must be suitable for gaming style. So, if you like playing andventures in fantasy world they should be suitable to act like adventures. Also some races don't do well together, neither do all character classes.

I mostly use unusual critters in scifi games.

For fantasy adventuring games I would create races with features that mostly are about biology. And some culture things. And I would watch out thse wouldn't become game disturbing joke-material. Elves with bad sense of time work well. D&D Karameikos adventuring culture was also unusual coming from humans.

I recently played this guy with curse that caused all kinda crap happen if he stayed in one area for more than 5 days. Very hard to handle during unpredictable adventuring time tables. Had to retire the character, for his inconviniant "bye, but you kjnow I have to leave now, or lands will grow corrupt and darknes will descend"


Watch out for limitations and I would suggest some harsher racial traits only happen when same race critters get together. Even our pet cats and dogs treat us differently than their same race mates. And in some things they (mistakingly) assume us same.

I warn you guys, immature groups get really aggroed by ideas of "mating seasons" and things like that. I still remember jokes about species when this cat-qualities-super-agent tv series was running (forget the name).
 

While the idea of fey gnomes is not a bad gnome, it still seems silly. It's just like Crank: "If I don't have constant exitement, I die! Give me that strange bubling liquid, I need to drink it NOW!"
 

Mmh, I act often that way with my human character. Well, certain dm's game, since it often becomes sleep-fest. Random potions, been there. Suspicious thing to touch "me, meeee".

Thanks for idea, next time I will use racial excuse. :P

But right, since I know low survival rate some of that behavior causes, I suspect there would be whole race out there with that sort of thing. Nature would have taken care of it already.

Though I think that's taking bit too far Golarion gnome behaviour. Though, it can be certainly taken that way too. I was more like thinking "non-adventurer"-lifestyle don't happen much. But not all adventuring is about slaying monster. There are many alternative takes on it, if you look real world.

Another thing to watch out, if you do give your species some extremy personality quality/physical need make sure it doesn't have to be "on" all the time. And state some special circumstances where it does come out. I would avoid qualities that embark on gaming situations negatively.
 

One of my favorite races was the Verrik in Arcana Evolved. They have the ability to turn their senses on or off at will. I always thought that would make for some great rping!
 

Realy our imaginations suck. Want proof? The wierest creatures in Sci Fy or fantasy pale in comparison to creators the live at the mid ocean ridges. So yes is it any wonder that the most inventive mainstream RPGs have got is people shaped trees, crystals, bugs and wooden robots?

Now that's not to say that it has to be that way, in point of fact I could name some rules light games were designing a character that looks like a human is hard. It's not fantasy but Engine Heart you have to take a feature(basically a feat) to have a 2nd appendage.
 



"The Burning Wheel" does a pretty good job of making different races distinct from each other.
Aside from the completely different, tailored lifepaths to create characters each race is associated with a particular emotion that governs their life to an extent that it allows them to perform supernatural feats but also eventually causes their downfall.

For humans it's Faith, for dwarves it's Greed, for elves it's Grief, and for orks it's Hatred.

I _love_ this approach!
 

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