Worlds of Design: Same Humanoids, Different Forehead

Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.

Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.

archer-3617532_960_720.png

Picture courtesy of Pixabay.

From Go to Risk

Fantasy role-playing games can suffer from a plague of the notion that everyone must be the same. Humanoid species—dwarves, elves, halflings, etc.—are often just funny-looking humans. Alignment becomes a convenience, not a governor of behavior.

Consider games that have no differentiation. All pieces in the game Go are the same and can do the same thing. That’s true in Checkers as well until a piece is Crowned. And all the pieces in Risk are armies (excepting the cards). Yet Go and Checkers are completely abstract games; and Risk is about as abstract as you can find in something that is usually called a war game. One defining feature of abstract games is that they have no story (though they do have a narrative whenever they’re played). They are an opposite of role-playing games, which have a story whether it’s written by the GM or the players (or both).

Differences become more and more important as we move down the spectrum from grand strategic to tactical games and as we move to broader models. Role-playing games like Dungeons & Dragons are not only very tactical games in combat (“skirmish games”), they’re usually meant to model a life we think could exist, though it does not, just as most novels model something we think could happen, in certain circumstances (the setting). As such RPGs encompass far more than an abstract or grand strategic game ever could.

The same applies to RPG species. The appeal of RPGs is that species are not the same, dragons are not like goblins, who are not like hellhounds or even hobgoblins, one species of aliens is not like another and not like humans, and so on. Having species that are different, even if they are humanoid, is a shorthand means of giving players an easy means of creating a character.

Same Actors, Different Makeup​

When it comes to humanoids, species differentiation doesn’t necessarily mean statistical bonuses. From a game design perspective, designers generally want sufficient differentiation to give players an opportunity to implement their strategies. (I’m not talking about parallel competitions, where players follow several “paths to victory” determined by the designer; players are then implementing the designer’s strategies, not their own: puzzles for practical purposes.) At the same time games should be as simple as possible, whereas puzzle-games may be more complex to make the puzzle harder to solve.

If statistics alone don’t differentiate species, then the onus shifts to the game master to make them culturally more nuanced. This goes beyond characters to include non-player characters. Monsters, for example, are more interesting when they’re not close copies of one another. Keep in mind, an objective for a game designer is to surprise the players. Greater differentiation helps do that, conformity does not.

On the other hand, one way to achieve simplicity is to limit differentiation. Every difference can be an exception to other rules, and exceptions are the antithesis of simplicity.

Differentiation Through Alignment​

Alignment-tendencies are another means of differentiating species. Alignment is a way to reflect religion without specifying real-world gods, but even more it's a way to steer people away from the default of "Chaotic Neutral jerk who can do whatever he/she/it wants.” (See "Chaotic Neutral is the Worst") Removing alignment tendencies removes a useful GM tool, and a way of quickly differentiating one character from another.

Keep in mind, any game is an artificial collection of constraints intended to provide challenges for player(s). Alignment is a useful constraint, and a simple one. On the other hand, as tabletop games move towards more a story-oriented and player focus, species constraints like attribute modifiers and alignment may feel restrictive.

Removing these built-in designs changes the game so that the shorthand of a particularly species is much more nuanced … but that means the game master will need to do more work to ensure elves aren’t just humans with pointy ears.

Your Turn: How do you differentiate fantasy species in your game?
 

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Puddles

Adventurer
A little thought experiment I have been having recently is what-if rather than race defining alignment, having alignment define race. For example, if you commit enough horrific acts you descend into Orcdom - or do enough pious deeds and you might turn into Elf or even a Dragon of some sort. It seems quite fantastical and fairy-tale-esque with a little bit of eastern folktale flavour. It could make a neat setting.
 

log in or register to remove this ad

Faolyn

(she/her)
Honestly... You don't need Rubber Foreheads to make people INCREDIBLY DIFFERENT.

Consider weaponry, clothing material and styles, armor materials and styles, hair fashions, skin tones, hair and eye colors.
Exactly. And it’s not that hard to include different cultural elements to round all that out.

When it comes to D&D and other RPGs, people think that you have to create entire cultures for each race/heritage, but since that’s both difficult and time-consuming, most GMs don’t do it. And who can blame them? In reality, all you really need are a 2-5 interesting cultural tidbits for each of your races.
 

VelvetViolet

Adventurer
Several ways.

I give each fantasy race their own planet. Elves come from Alfheim, dwarves from Nidavellir, humans from Midgard, etc.

I try to differentiate fantasy races as more than rubber foreheads. My elves are plant people a la Glorantha, my dwarves are maggot men a la Norse myth, my greenskins are algae-fungus people a la Warhammer, etc.

I try to give each fantasy race multiple cultures and ethnicities to give them similar depth to humans.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Exactly. And it’s not that hard to include different cultural elements to round all that out.

When it comes to D&D and other RPGs, people think that you have to create entire cultures for each race/heritage, but since that’s both difficult and time-consuming, most GMs don’t do it. And who can blame them? In reality, all you really need are a 2-5 interesting cultural tidbits for each of your races.
Or, and this might be a little wild: Make a variety of cultures and have elves, dwarves, and humans all share those cultures to differing degrees!

Oh, sure, some of those cultures could be "Elf Cultures" that humans sometimes partake in like a bunch of Elf-Centric Weebs. But you get the idea.
 

Blue Orange

Gone to Texas
Or, and this might be a little wild: Make a variety of cultures and have elves, dwarves, and humans all share those cultures to differing degrees!

Oh, sure, some of those cultures could be "Elf Cultures" that humans sometimes partake in like a bunch of Elf-Centric Weebs. But you get the idea.

This would probably be the default in port towns or large cities where elves, dwarves, humans, etc. mix.
 

Ace

Adventurer
In order to avoid another orc thread, maybe the question should be asked the other way round? How do you differentiate HUMANS in your game? What defines humans, what trait makes them separate from any humanoid fantasy species so they are not interchangeable?

Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.

I don't think this is necessary frankly and I think its better making humanoids relatable . In fact I see it as is essential to actually making a game or media for that matter work. Otherwise the amount of investment and subsequently player interest levels decline precipitously.

People play all kinds of easily relatable Dwarves but the machine like Mostul from Runequest's Glorantha are rarely seen for the simple reason that getting into the mindset requires a lot of work . If you aren't going to bother with that than its just a human with different numbers.

IME when people play or GM they only have so much available time and effort and each amount of effort spent on weird stuff is time not spent on something else more fun.

Some people , groups and the like have more time (well used too before the Internet) or a strong interest in a gaming world which is why you might occasionally see say some of the weird critters from Tekumel in play or an Edorian in Star Trek or a Gammorian in Star Wars or something but otherwise people want to get the game rolling not spend endless hours researching customs of the weird races.

Thus generic humanoids or even very human like Dragonborn make for a better experience for most people.

 



Kannik

Hero
I second the notion that the greatest differentiator between different species/lineages/etc is through their culture (and, as noted above by Steampunkette and Blue Organe, the delight that can come from mixing them). We played in a game where you could choose any race for your mechanics, regardless of what you were RP-wise. You just had to be able to appropriately fluff the abilities. And it worked brilliantly.

So while I am fully in the camp of providing great and interesting abilities and specialties to each species (and removing ability score modifiers completely), there’s so much variety possible that in the end it mostly comes from the players expressing those abilities eloquently and creatively at the table to provide the distinctions and fun. :)
 

Mind of tempest

(he/him)advocate for 5e psionics
well, I started with how a sapients individuals species native group structure is from lone peoples (more or less born alone die alone not much interaction with other individuals over time) dragons would likely be there all the way to hives which assuming we are going to real-life based would have altruism and cooperation as second nature and would be somewhat put in an existential crisis if it was forced to live mostly alone.

I assume humans are the midpoint which explains why we suck at both but I am struggling to name the point between the hive and us and between us and the lone sapient.
 

Related Articles

Remove ads

Remove ads

Top