Worlds of Design: Only Human

Why are humans the dominant species in many fantasy RPGs?
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Picture courtesy of Pixabay.

“There is no such thing as human superiority.” – Dwight Eisenhower (Supreme Allied Commander WW II Europe, and 34th President)

Humans are generally positioned as the baseline to which other species are compared, no doubt because humans are playing the game. Dungeons & Dragons famously centered humans as the “main” species lest the game turn into less fantasy medieval and more abstract fantasy – all of which seems quaint now given the dizzying variety of fantasy worlds in books and on screen. But there are other reasons why humans might logically be more common in a fantasy world, and which reasons you choose can set the tone for your game.

Magical Proficiency​

My first answer is humans can use magic much more proficiently than any rival. Not every species can learn more, and more complex, spells, and use magical items. Originally in RPGs there were level limits for nonhuman playable species (often wrongly called races) such as elves and dwarves. This helped prevent them from dominating humans. Modern dislike of constraints tends to see those limitations removed in later rulesets, so this doesn’t necessarily apply anymore to later editions of D&D or other fantasy rulesets. But there are likely other reasons for human dominance, such as adaptability, ambition, and organization.

Adaptability​

Humans in general are very adaptable, as we can see from humans being able to live in almost any conditions, very hot, very cold, with water all around, or in deserts. Human inventiveness is something historians appreciate with each passing decade as the pace of technological innovation continues to increase. Even the ability to domesticate animals is a sign of adaptability. To put it another way: humans are jacks of all trades. Whatever needs to be done, humans will figure out how to do it.

In comparison, many species – inherited from the Tolkien tradition – were deeply tied to their origin: dwarves in the mountains, elves in the forests, hobbits in the hills, and orcs underground. There are plenty of exceptions to these broad strokes across fiction, but the general sentiment holds true that many species are uniquely adapted to their homelands, whereas humans can theoretically be found anywhere.

I remember reading a book by science fiction writer Keith Laumer about his famous character Retief, where the intelligent aliens of a system were astonished that humans could drive vehicles without massive collisions everywhere. Whether you call this adaptability or organization, it’s the kind of thing that might make humans stand out from some other species.

Ambition​

A key element of elves and dwarves and hobbits is their longing for their homelands. All three are often represented as either wanting to stay in their original lands or pining to return to them. This isn’t necessarily the case for humans, who by their nature in fantasy settings tend to be expansionist. Another way to put this, from novelist John Steinbeck's The Pearl:
For it is said that humans are never satisfied, that you give them one thing and they want something more. And this is said in disparagement, whereas it is one of the greatest talents the species has and one that has made it superior to animals that are satisfied with what they have.

While on the one hand this makes humans a catalyst for change, their need to explore and conquer can start wars and bring other species into conflict with them. From a fantasy role-playing game standpoint, this urge to pick up roots facilitates adventures too.

Organization​

The more we know about history, the more we know how chaotic and disorganized humans can be. Yet compared with other species we might be quite well-organized, up to and including empires. Imagine how less effective humans would be if they could never come together in a state/polity larger than a few thousand people. How often do we see imperial elves, say, or dwarves conquering human kingdoms? (The answer depends partly on how much dwarves and elves resemble humans, and if you play Spelljammer.)

And within any state, we can have remarkable organization at times. This affects production, agriculture, and well-being just as much as military capability. Other fantasy species, on the other hand, are often more chaotic than humans, and commonly less organized. What we can’t really know is how much intelligence naturally leads to the urge to organize, because we have no other intelligent species to compare with in the real world.

We’re Only Human​

Of course, the real reason why humans dominate fantasy is because the readers/players are humans, and prefer the familiar. Increasingly, that’s becoming less common as role-playing games branch out, and other media portrays the wide variety of species as coexisting with humans. In some cases, humans aren’t the dominant species at all.

In Dungeons & Dragons, making humans the baseline was a design choice. Later editions have made species less rules-specific and thus more defined by their background than their origin, freeing up other species to succeed on their own merits. But for many campaigns, humans are so ubiquitous they fade into the background. If humans are your baseline in your world, it’s worth considering how they got there.

Your Turn: What’s the non-human dominant species in your fantasy world?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Sorry, you lost me. Game mechanics? What does culture have to do with game mechanics?
Another Level Up reference. In that 5e adjacent RPG, Culture alongside Heritage, Background and Destiny play a part in developing your character's origin. It represents all of the learned traits your character gained while growing up in a particular society.

For instance, if you were playing a Dwarf, you would have the Dwarven heritage and all of the traits associated with that heritage (size, speed, age, Darkvision, Creator's Blessing (a free tool proficiency) and Tough. As for Culture, there are three Dwarven Cultures in Level Up- Mountain, Hill and Deep.

Mountain Dwarf Culture
Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Dwarven Armor Training. You have proficiency with light and medium armor.
Heart of the Forge. You have resistance to f ire damage. In addition, you gain proficiency in Engineering.
Mountain Born. You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates.
Stonecunning. Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die.
Languages. You can speak, read, write, and sign Common, Dwarvish, and one other language.

Hill Dwarf Culture
Community Magic. You know the friends cantrip. Once you reach 3rd level, you can cast charm person once per long rest. At 5th level, you can cast suggestion once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Charisma.
Friendly. You are proficient in either Deception or Persuasion.
Wagoner. You are either proficient in either Animal Handling or with land vehicles.
Ways of the Land. You are proficient in Survival and gain an expertise die on checks using it.
Languages. You can speak, read, write, and sign Common, Dwarvish, and two additional languages.

Deep Dwarf Culture
Superior Darkvision. You grew so used to being underground that you can see in the dark farther than other dwarves. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet. Deep Magic. You know the resistance cantrip. Once you reach 3rd level, you can cast jump once per long rest. At 5th level, you can cast enlarge/ reduce once per long rest. You don’t need material components for these spells, but you can’t cast them while you’re in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells.
Deep Suspicion. Your lack of trust protects you from some magic. You have advantage on saving throws against illusions and to resist being charmed or paralyzed.
Underground Combat Training. You are proficient with hand crossbows, short swords, and war picks.
Languages. You can speak, read, write, and sign Common, Dwarvish, and Undercommon.

If you want to play a character who was born as a non-dwarf but grew up in a Dwarven culture, all you need to do is pick a non-Dwarf heritage and then select one of the three cultures I just mentioned. In your example above, you could have human heritage/ High Elf culture, human heritage/Wood Elf culture, etc.
 

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Another Level Up reference. In that 5e adjacent RPG, Culture alongside Heritage, Background and Destiny play a part in developing your character's origin. It represents all of the learned traits your character gained while growing up in a particular society.

Not a fan of this. It stereotypes these cultures and it is weird that every single member of the culture would share these traits. If you tried to do with this real world cultures it would become offensive really fast. Then again, it is an abstraction for an elf game, so maybe it is fine... 🤷
 

Not a fan of this. It stereotypes these cultures and it is weird that every single member of the culture would share these traits. If you tried to do with this real world cultures it would become offensive really fast. Then again, it is an abstraction for an elf game, so maybe it is fine... 🤷
I like the degree of character customization that you can get with Heritage, Culture, Background and Destiny while keeping things short and simple.
 

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