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.

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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

Mind of tempest

(he/him)advocate for 5e psionics
There is no setting element that is not represented in the core rules. And all rules are setting elements, especially in D&D. D&D is no generic rules system. If it were it wouldn’t have any races at all but only a system for generating one. Other examples include its cosmology, which is very setting specific, and also its magic system: the way of using spells, or even having spells at all, is not generic, but very unique to D&D.

Back to the topic: there are biological differences like darkvision or long life, and there are historical/cultural differences, which can be handled with skills or feats or other abilities, like the dwarven stonecunning. Of course, it’s the player who has to turn this into something memorably different from his human pals.
so examples would help as most people are bad without guide.
 

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Mind of tempest

(he/him)advocate for 5e psionics
Nothing.

Two years ago, I'd have given you a very different answer. The dexterity. The love of magic. The desire to create art and beauty. The keen senses. The mastery of bows and swords. The unique perspective measuring a lifetime in centuries provides. The lack of dreams. The grace, the beauty, the arrogance.

Now, none of that. An elf means you wear Spock ear tips when you cosplay. I don't even know what criteria you could use to define an elf that isn't problematic. Tall or short, thin or thick, bearded or hairless. Elf means whatever you want it to mean.
so elves are essences objects and are more or less chaff?
 

Augreth

Explorer
so examples would help as most people are bad without guide.

Examples for Abilites from cultural background:
  • Dwarves: Stonecunning
  • High Elves: Extra Language
  • Wood Elves: Mask of the Wild
  • Drow: Drow Magic
  • Gnomes: Gnome Cunning
  • Forrest Gnomes: Speak with small beasts
All of these could be granted, btw, to people from a different race raised in the relevant culture. So a Dwarve growing up in a community of High Elves could be granted an Extra Language instead of Stonecunning, and vice versa.

Is that what you wanted examples for?
 

Maybe 6e should switch to a point-buy system for advantage at character creation. You want to be a typical elf? Pick long-lived, able archer, entrancing appearance and haunting song. Want to be a D&D elf? Pick long-lived, able archer and inborn magic 1. Want to be a nowadays elf? Pick Axe fighter, Beard is Power, Unparalleled Smith and Cave Denizen.

Setting book would suggest say, 5 typical traits commonplace for a race to have (maybe with some overlap, so both drows and dwarves can have Cave Denizen) to replicate the feeling of the race in the setting and players would get to select some (either with points or number of pick if they are balanced with each other), potentially from their "racial" list (or cultural list).

If you want to take something that is not common, onus is on you to write that into your background. "No, I am not an aarockra, I was a wizard apprentice and a lab accident made me Winged." So we could have the best of both worlds:

1. Racial distinctiveness (because NPCs would take the feats associated to their race)
2. Liberty for the players (they could choose out-of-list features if they want and get help integrating that into their background, so they could still play against type without losing anything)
3. A system that wasn't, so far, met with pitchfork and torches (Xanatar's racial feats).
4. Increased liberty for setting authors. In retro setting, Orcs are associated with five traits that make them Gruumsh Orcs, but in Eberron, they can be druidy. Background and skill acquisition could also work on this mode, with each setting deciding. "We are doing a Tolkien setting, so if you're a Rohirrim, your background give your Animal Handling and Good with Horses, even if you're adopted and not born Rohirrim". On the other hand "In this setting, speaking Sylvan is innate to the Eladrin and their word list even updates whenever they are near a feywild manifest zone... so this language is a racial thing, not a skill you can learn."

Dunno. I half-expected Tasha to give us something like that when they spoke about changing character bulding.
 
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Remathilis

Legend
Maybe 6e should switch to a point-buy system for advantage at character creation. You want to be a typical elf? Pick long-lived, able archer, entrancing appearance and haunting song. Want to be a D&D elf? Pick long-lived, able archer and inborn magic 1. Want to be a nowadays elf? Pick Axe fighter, Beard is Power, Unparalleled Smith and Cave Denizen.

Setting book would suggest say, 5 typical traits commonplace for a race to have (maybe with some overlap, so both drows and dwarves can have Cave Denizen) to replicate the feeling of the race in the setting and players would get to select some (either with points or number of pick if they are balanced with each other), potentially from their "racial" list (or cultural list).

If you want to take something that is not common, onus is on you to write that into your background. "No, I am not an aarockra, I was a wizard apprentice and a lab accident made me Winged." So we could have the best of both worlds:

1. Racial distinctiveness (because NPCs would take the feats associated to their race)
2. Liberty for the players (they could choose out-of-list features if they want and get help integrating that into their background, so they could still play against type without losing anything)
3. A system that wasn't, so far, met with pitchfork and torches (Xanatar's racial feats).

Dunno.
It seems very close to Pathfinder 2e's system, swapping points for feats.

I imagine a 6e like system will strip race down to a few inherent biological traits (size, speed, senses, resistances) and have a number of "subraces" that any race can take to represent other aspects (urbanite, tribal, forester, cave dweller, planetouched, etc) that fill in all the cultural racial traits. Settings can further fill in the gaps, such as a Sharn or Waterdeep specific one.
 



Chaosmancer

Legend
which are what?

Depends on which media you are following.

Typically DnD elves are magical, gender-fluid immortals who relive their past lives instead of sleeping.

Eberron ands in elements of ancestor worship, and those ancestors remaining as deathless, while the Elves have their souls stored in their own perfect eternities.

The setting for Guilded Age has them as plant people, literally tied with the life force of the planet and photosynthesizing.

Other settings have them as near immortal masters of their crafts, typically the crafts of fighting or spellwork, learning and utilizing secrets from ages long past.
 

Mind of tempest

(he/him)advocate for 5e psionics
Depends on which media you are following.

Typically DnD elves are magical, gender-fluid immortals who relive their past lives instead of sleeping.

Eberron ands in elements of ancestor worship, and those ancestors remaining as deathless, while the Elves have their souls stored in their own perfect eternities.

The setting for Guilded Age has them as plant people, literally tied with the life force of the planet and photosynthesizing.

Other settings have them as near immortal masters of their crafts, typically the crafts of fighting or spellwork, learning and utilizing secrets from ages long past.
cut the superficial explanations of each take on elves and find me the basic set of properties that are needed for something to be with in the category known as elf?
 

Scribe

Legend
cut the superficial explanations of each take on elves and find me the basic set of properties that are needed for something to be with in the category known as elf?

Long lived.
Dexterous.
'Nature Attuned' and/or Magically gifted.
Society either on the decline or stagnated in comparison to the 'upstart' that is Humanity.
'High' vs 'Wood' vs 'Exile' subcultures.
'Good' but rigid and/or elitist in how they view others.
Pointy ears.

That's my off the cuff 10,000 foot view of an Elf.
 

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