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.

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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?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Micah Sweet

Level Up & OSR Enthusiast
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.

Which of course begs the question of why have those other races at all, but I know we're not going to arrive at consensus on that one.
 

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Mind of tempest

(he/him)advocate for 5e psionics
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.

define the mindset of the machines?
 








Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
So let's look at D&D races logically.

Halflings exist in a form of pastoral harmony with their environment. They live in small quiet communities of farmers and are basically just short human peasants. So make them that. No need to get crazy with it.

Gnomes, on the other hand, live for -hundreds- of years. You ever met one of those wizened old women who is so hunched over with age she looks 200 and she's the sweetest person you've ever met? Gnomes are her at 3'6" tall. Like halflings, they tend to live out in the woods and be a bit disconnected from society, so maybe drop in some Thees and Thous to their speech to display that they're not "With it" on modern lingo, much less slang.

Elves. Elves live for 800 freaking years. And their political outlook is probably formed in the first 100-200 years. After that they become the stuck up hyperconservatives who look down their nose at slang and colloquialisms. Imagine your bigoted uncle only he's been around since the freaking CRUSADES. And can you imagine the -wealth- you can amass in 800 years? Even -menial- laborers could put away a few hundred a year and watch that cash inflate with interest and investments. So absolutely look down on the poor and the immigrant who just hasn't been "Frugal" enough.

Dwarves, like elves and gnomes, have a -long- lifespan. But they're also craftsmen, traders, inkeepers, and the like. So play them as being culturally liberal and fiscally conservative. Add in some slang from entirely inappropriate eras and you'll get something -really- interesting. "The vibes here are totally radical, Hip Cat!"

Half Orcs: Here for a good time but not a long time...
 

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