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
That 200 years of fertility is a major assumption though.
On Earth we know a woman can stop being fertile (go through menopause) and live another good 50 or more years. So who is to say that elfs arent even more restricted? An Dawrf who becomes an adult at 20 yrs might go through menopause at 30, there may be only a 10 yr window to birth their 3 children.
Maybe Elfs are prone to having twins but a gestation period of 36 months and only breed once per decade. Then theres Alien Nation with its three participant reproduction and the developing feotus being carried by the male in a pouch - Its all assumptions really...
D&D tend to go out it's what when it actually describes species specifics by deeming that "long lived species" become physically adults early and don't show real lost from age for centuries.

Usually to allow players to play a 100 year old elf, 200 year old elf, 300 year old elf, 400 year old elf, 500 year old elf, or 600 year old elf with little or no penalty.

If you handwaved stuff for accessibility, you can end up with weirdness if you look at the effects.
 

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But I have heard people say that race/species often devolves into a power gaming or cosmetic aspect because the setting has few to no meaningful ties to every race/species and the in world gameplay.
Certainly. As I said a while ago, my explanation for low fertility rates for "elder races" in my campaign world was via Far Realm contamination. Humans weren't originally from that world and weren't subject to it. During campaign events the Far Realm gate was removed and there's been a slowly growing baby boom among the previously demographically doomed elder races. So it's not that I don't like thinking about these things, just that I can see that most games don't want to.

I think many setting miss out on potential fun by shoving certain races into a corner or area and not integrating them into the majorities of societies, economies, and cultures.
Totally agree there.

I mean, what if you leaned into dwarves. They are stout, poison resistant, and can see in the dark. Perfect for their trope of miners. So dwarves could be assumed to be in high populations in any town or city anywhere near a mountain or mine. Have them corner major mining projects and then metal and gem transport that refining and forging to the point most other species don't do in outside of personal flair or poor dwarven diplomacy. Common low level dungeons could be monsters or raiders taking over mines and mining towns and PCs know good equipment awaits the party that rescues a stalled dwarven mining or forge operation.
That's a very good idea and indeed I've done similar things.

I do actually like my worlds to have a degree of logic, but I am mindful of the fact that I'm not trying to make a simulation of the real world, but a backdrop for the players to have fun in.
 

I do actually like my worlds to have a degree of logic, but I am mindful of the fact that I'm not trying to make a simulation of the real world, but a backdrop for the players to have fun
I agree simulation really is an important.

Is more of a sense of connection to the backdrop.

By shoving a whole bunch of different species to the edges where you don't interact with them and the world doesn't have any connection to them the players who then play those species also lack interaction with their own species or connections to the people that they interact with via their species.


If you're playing at elf but the entire world that you interact with doesn't deal with the elf then it's less for you to explore your elfiness because the world has no connections or lasting aspects of it which are tied to being an elf.

Hard to be an elf snob who argues with his dwarven party member that elven wine and elvin swords are better than dwarven beer and dwarven axes if you can't buy any of the four things in any of the towns and cities you passed by.

If I'm gonna be forced to do a shopping session, it'll include the elven, dwarven, tiefling, and secretly a dragon shopkeepers fighting over the party's money.
 

If you handwaved stuff for accessibility, you can end up with weirdness if you look at the effects.
You can but you also have to start deciding when enough is enough. I mean, the formula for black powder isn't actually that complicated and was very much within the realms of the Roman Empire, for instance, and it was of growing importance in the Medieval era. Plate armor developed in a lot of ways because of it. But if you're trying to run a "no gunpowder" game, you have to handwave over the fact that it's not around somehow. Genre limits are as important as connection to the real world.
 

I might attach various rationalizations as the mood, or the whiskey, strikes me but the demographics of my settings all happen for the same reason. Call it authorial fiat, or aesthetic preference, or whim. Just don't call it logical.
 

My point is that the generations of dwarves and elves are a BS excuse by World builders in order to inflate human population and deflate elf and dwarf population.

Because in no way and nowhere do most settings say that an elf male and an elf female can only have one offspring within a "generation".

In fact D&D often states that human elf and dwarf fertility are compatible because they can have hybrid race offspring at a drop of a hat.

There is nothing physically to keep an elf couple who are together for 400+ years of fertility or a dwarfing couple who are together for 200 years of fertility from having a child every 5 years outside of the resource course.

And due to the high magic, high medicine ,and high skill of elvin and dwarvin societies compared to humans, a dwarfin or elven couple would be able to afford to continuously raise children. Especially if those children hit adulthood at the same time as humans.

The entire cultural concept that dwarves and elves are not culturally considered adults for longer periods of time even though they are physically adults at the same rate as humans, it's just a World building excuse in order to keep their world humano-centric.

At least settings like Warhammer makes sense where they have spontaneous creation of demons and orcs which constantly keep the elven populations down and elves being designed as buffers to Chaos invasion which keeps their populations in check. And the dark elves and high elves can't stop killing each other.

Come on guys we're humans we're creative unlike the stupid elves. We should be able to vary the excuse a little bit. Switch it up.

/rant on why people don't switch up world building logic
As elf spends from 12 to 110 as teenager, i think they are sexed out after nearly 90 years.
 

There are 72 WOTC races/species with 54% having darkvision. I forget which rule book updated the player races where the shorter lived than human gain the human life span. The assumption of each species is or should be as fertile as human is flawed.

  • This is a fantasy; real world fertility does not apply.
  • The gods have spoken. While they are a horny lot, but they don’t to be answering or listening to billions and billions of elfs wanting that demon in red robes with a white beard to put in an espresso machine.
  • Their culture hate raising kids. Think of fey, they steal short live human kids and replace them with their own.
  • Getting a head ache and lost my train of thought.
 

As elf spends from 12 to 110 as teenager, i think they are sexed out after nearly 90 years.
That's still ~90 years with a full adult body and being treated like a child.

I dunno. 90 years is a long time. Especially if the society doesn't put you on the front lines so you are constantly hanging with the other young adult elves... at home .. in the forest .. alone.

You know. I'm adding to my world that most of the elven military and thus roaming adventurers are from result of elven teenage pregnancy and they are crazed snobbish evokers, snipers, and blademasters because their parents are unable to add them legitimately to their families.
 

That's still ~90 years with a full adult body and being treated like a child.
In a lot of ways this parallels our own time as adolescence has been extended further and further out. A century ago, many teenagers were working already and even within living memory people got married soon after high school, got jobs, and started families. Now they're warehoused for longer and longer periods of time in educational institutions or long-term unemployment.

So, yeah, that might explain why there are elves willing to roll the dice and adventure.
 

In a lot of ways this parallels our own time as adolescence has been extended further and further out. A century ago, many teenagers were working already and even within living memory people got married soon after high school, got jobs, and started families. Now they're warehoused for longer and longer periods of time in educational institutions or long-term unemployment.

So, yeah, that might explain why there are elves willing to roll the dice and adventure.
Not only that, every elf teen in many settings is trained in a class.

And every dwarf teen is indoctrinated to love hammers and axes and hate their racial enemies.

If 17 year old be was taught attacks spells, told able monstrous threats to my people, and expected to be warehoused for 50-90 years... me and my buddies gonna sneak out and bladesing some goblins to pieces at night.

Maybe not dwarf teen me.

Dwarf teen me might spend the 50 years too drunk to have babies. Poison resistance and no responsibility is dangerous.
 

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