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
Well what i mean by "strong excuse" is an excuse that is somewhat tangible and visible in the setting AND more importantly useful for the player and DM.

"I am 300 years old but I did jack all for 250 years" is okay for a book but not for an RPG where players can sit around and learn a spell every month.

"Most elves, dwarves, and gnomes outside their homelands are ambitious restless teens or ex-military of illegitimate birth" is something both DM and Players can make work in the setting.
I've always assumed adventurers of any species are very rare because, quite frankly, it's a suicidal way of life that only looks glamorous from the outside and will in all likelihood lead to the quick death of the bulk of its practitioners (being a PC is no exception to this in my game). Demographically I'd say less than 1 in 500 even give it a try, and most of those are forced into it by circumstance or are restless teens, etc, as you say.
 

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Let's remember that "human" isn't a species; it's a genus. You can have an all-human world and still have halflings; they're just homo florensis. Orcs are already cross-pollinated with the pop culture idea of neanderthals by way of Frazetta. Frankly, most fantasy "races" are human in writing if not aesthetics; Eberron is relatively unique because it approaches fantasy races and societies like science fiction and builds the world around the abilities of its "monsters."
In the Shadowrun setting, all of the metahuman races are still members of Homo sapiens. Elves are Homo sapiens nobilis. Orks are Homo sapiens robustus. Halflings are a metavariant of Dwarves from the British Isles.
 

I've always assumed adventurers of any species are very rare because, quite frankly, it's a suicidal way of life that only looks glamorous from the outside and will in all likelihood lead to the quick death of the bulk of its practitioners (being a PC is no exception to this in my game). Demographically I'd say less than 1 in 500 even give it a try, and most of those are forced into it by circumstance or are restless teens, etc, as you say.
I actually just emphasized that to my players in-game last night. "Why doesn't someone just clear out the Verdant Waste [a massive dangerous forest in the west-center of the Kingdom that spawns giant-sized creatures]?" "Oh, probably 20 'adventurers' set out every year from the capital - ex-military, nobles' kids, the like. 15 are never heard from again, 2 survive but are horribly scarred (mentaly and/or physically), 2 make a little money from found items or perhaps a valuable pelt. And one lucky bastard somehow survives and makes his fortune... encouraging another batch of 20 kids to get themselves killed."
 

I've always assumed adventurers of any species are very rare because, quite frankly, it's a suicidal way of life that only looks glamorous from the outside and will in all likelihood lead to the quick death of the bulk of its practitioners (being a PC is no exception to this in my game). Demographically I'd say less than 1 in 500 even give it a try, and most of those are forced into it by circumstance or are restless teens, etc, as you say.
That's adventurers

The issue is these nations of ancient races where no one ever leaves and the people do nothing nor leave or 500 years. No trade. No craft. No baby making .No diplomacy. No exploring. No expansion.

Just thousands of dwarves, gnomes, and elves sitting around doing nothing for hundreds of years.
 

I always just pictured it (elves, dwarves, longlived races) being very slow and deliberate about their actions and their crafts:

Humans will spend 4 weeks on a suit of plate armor, bang it out fast, and move on; a dwarf will spend a year making it Right, then spend another embellishing it, and another shining the whole thing and making sure the embellishments don't impede it in any way.

Human will spend a lifetime (30 years) learning about "Marine Biology"; elf will spend a lifetime learning about JUST ONE WHALE (90 years, for the whale).

Human smith will have a half-dozen apprentice/journeyman making "good enough" swords for the local lord's militia; dwarven smith will have maybe one apprentice who better not touch ANYTHING until he's AT LEAST the equivalent of a Mastersmith, or else he'll bring shame to the dwarf's family name for generations; elven smith is still studying the concept of metalurgy, and hasn't yet made a nail.

Human society will grow a despot, stage a revolution, stagnate for a couple generations, collapse, rise from the ashes, and try a new type of government. Which will also fail, because humans. Dwarves know their government works, because it worked for their parents, and their parents, and THEIR parents, and it'll work for their kids, too. Elves point the elf that chose to be "super involved in everything" (i.e. maybe a meeting every few years), and are sure she'll probably know something, if necessary, and also, please get off the grass I've been studying for 97 years, studying its reaction to minute soil changes and seasonal shifts.

Humans embrace change because change. Dwarves acknowledge change happens, because sometimes, after 3 generations, a 2% shift in alloy composition might show a 1% change in durability... and occasionally, a new mine opens. Elves know change has happened, they have a record of it from 2,246 years ago, but it was probably a one-time thing.
 

Perhaps there are several levels of Human Centric Fantasy Settings​

  1. Human Only
    1. There are only Humans
  2. Human Majority
    1. Humans are the most common species
    2. Other species are extinct, near extinct, or too primitive to affect the world
  3. Human Centric
    1. Humans nations are the most powerful and populous
    2. Other species are in decline or just advancing and live on the outskirts in their own lanes
  4. Human Focused
    1. Humans are the number 1 players
    2. Other species might control nearby territories and interact with human nations or live within human land in special communities
    3. Most current rulers are human
  5. Human Shared
    1. Humans are just one of many powerful species
    2. Some nations might have mixed of human and nonhuman populations in natural proportions
  6. Human Decentered
    1. A nonhuman species might be the most influential or a nonhuman nation might rival the human nations in power.
    2. Some human nations might be in decline
  7. Human Minority
    1. One or more nonhuman species might be the major movers of the world
    2. Major nations would have humans ruled by nonhuman species or as a minority population
    3. Humans have low populations
    4. Humans might be either in decline or a relative new omer to power
  8. No Humans
    1. Humans are basically extinct
    2. The only humans if any are the PCs and their relatives
 

I actually just emphasized that to my players in-game last night. "Why doesn't someone just clear out the Verdant Waste [a massive dangerous forest in the west-center of the Kingdom that spawns giant-sized creatures]?" "Oh, probably 20 'adventurers' set out every year from the capital - ex-military, nobles' kids, the like. 15 are never heard from again, 2 survive but are horribly scarred (mentaly and/or physically), 2 make a little money from found items or perhaps a valuable pelt. And one lucky bastard somehow survives and makes his fortune... encouraging another batch of 20 kids to get themselves killed."
Depending on circumstances and opportunities, this might be a great explanation for adventurers.

History is filled with situations not too far off from that. Consider how many younger sons with the ability to use arms but no prospects for inheritance were produced and left places like Normandy and England during the Middle Ages and Spain and Portugal and Spain in the Early Modern Era. The English exported a lot of population to France during the Hundred Years' War; some made their fortunes but many more died. Conquistadores were pretty similar. Even the Old West had this dynamic: Men who had military skills from the Civil War and little or no prospects in peacetime went west. There are numerous other examples. Of course, I've argued that history is an imperfect guide at best but it's potentially informative.
 

Depending on circumstances and opportunities, this might be a great explanation for adventurers.

History is filled with situations not too far off from that. Consider how many younger sons with the ability to use arms but no prospects for inheritance were produced and left places like Normandy and England during the Middle Ages and Spain and Portugal and Spain in the Early Modern Era. The English exported a lot of population to France during the Hundred Years' War; some made their fortunes but many more died. Conquistadores were pretty similar. Even the Old West had this dynamic: Men who had military skills from the Civil War and little or no prospects in peacetime went west. There are numerous other examples. Of course, I've argued that history is an imperfect guide at best but it's potentially informative.
Sure, but a lot of those folks are still going to due early in my estimation. And I really think that makes sense.
 

On the other hand, the reasons why we integrate in the Real World are sometimes fairly bad. If the orcs are integrated because they were enslaved in bulk before being emancipated, that has uncomfortable and sensitive parallels in the Real World. If dwarves emigrate to a particularly cosmopolitan city because of an economic depression in their homeland caused by a trade war, that has uncomfortable parallels in the Real World.

I play to get away from the Real World, frankly. I can absolutely see why people would not want that in their fantasy.

In a game where the players a literally encouraged to beat their enemies to death with sticks, is the idea of economic depression really that uncomfortable? I can understand (even if I don't completely agree with) the uncomfortableness around slavery, but the rest of that sounds like some pretty extreme sanitization to me.
 

In a game where the players a literally encouraged to beat their enemies to death with sticks, is the idea of economic depression really that uncomfortable? I can understand (even if I don't completely agree with) the uncomfortableness around slavery, but the rest of that sounds like some pretty extreme sanitization to me.
Yeah, I gotta admit, I'm about as careful as I can be about people's sensibilities, but, there has to be some conflict in a setting. Integration happens for all sorts of reason, but, primarily it happens because people sort of shift around. Even if you only move 20 or 30 miles per generation, it doesn't take that long to spread over a huge area. I've never really understood the resistance to the idea of the Cantina Scene from D&D players. To me, that's probably the baseline for any D&D setting. Waterdeep (as an example) is a huge trading port with connections all over the world and a honking big dungeon full of all sorts of humanoids in the center of it. Never minding things like spell empowered travel and whatnot. Or heck, just people spontaneously becoming other species from time to time. Dimensional leaking, environmental impacts from lairs etc. A wizard/cleric/god did it.

Pratchett had the right of it IMO.
 

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