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

BookTenTiger

He / Him
I'll be honest, I love world building, I love roleplaying... AND I really don't care if elves, dwarves, or whoever are humans with bumpy foreheads.

In the game I run the characters are currently a gnome, a tiefling, an aasimar, a goliath, and a kenku. If you replaced them all with humans very little would change. And you know what? We are still having fun!

The giant guy enjoys being giant. The little guy enjoys being little. The bird enjoys being a bird.

It's my suspicion that if there were no mechanical differences between these races and humans, my players would still have chosen them just because it's fun to imagine yourself as someone different.
 

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Faolyn

(she/her)
I don't know where this trope comes from. Humans in Tolkien were also less that then they before at the time of the war of the Ring. Maybe it was a pure product of American collective psyche, opposing humans (=American readers) to the established powers of the world in decline (Europe).
Most mythologies contain the idea of a golden age and the inevitable decline from it.
 

Faolyn

(she/her)
It's my suspicion that if there were no mechanical differences between these races and humans, my players would still have chosen them just because it's fun to imagine yourself as someone different.
Several games out there (both Cypher System and Fate, that I know of) say that you can just decide to make your character non-human without actually changing any of your mechanics (while also supplying some mechanics if you wanted to play a non-human whose stats reflect that). I'd guess that that means there are lots of people out there who don't care if there are mechanical differences between humans and non-humans or not.
 

Scribe

Legend
we are talking about the definition, your standards are not relevant in this task of definitions save it for when we try to make examples.
we are not talking about any setting just what an elf is so we can work out how to have races that are more than human in funny ears without them being utterly offensive.
Then I stand by my definition of what is ultimately a fictional entity which nobody can claim ownership of.
 

Most mythologies contain the idea of a golden age and the inevitable decline from it.
Mind of Tempest said:
no, it is a very old trope given the master kong had it towards the zhou and Confucius is super dead even when Tolkien walked the dirtball.

This is the exact contrary of the one about humans, who are here to do better, they are presented as the newcomers going to be movers and shakers of the world, not the one sorrowfully lamenting the great days of yore and their unsurpassable, forever lost splendor. This last one would be the elf trope, actually.
 
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Faolyn

(she/her)
This is the exact contrary of the one about humans, who are here to do better, they are presented as the newcomers going to be movers and shakers of the world, not the one sorrowfully lamenting the great days of yore and their unsurpassable, forever lost splendor.
Yes, but we're talking mythology here, not what current humans are like. Elves are often depicted as being stuck in the past and unable or unwilling to look towards the future.
 

Mind of tempest

(he/him)advocate for 5e psionics
You dont have to, but those things say elf to me as well. Probably because Tokien was my first exposure to fantasy. I dont want elves to vary much from this, unless they are intentionally playing against type (which means the classic elf had to be the default).
your want all thought is perfectly understandable is irrelevant given that you can simply move into the simarilian and the elves are raising up there.
Then I stand by my definition of what is ultimately a fictional entity which nobody can claim ownership of.
look welsh dragon is a fictional entity and it has a definition so it meets two criteria there, my point is to get to core elf traits so we know what it is people most likely care about as most people have an opinion on elves.
This is the exact contrary of the one about humans, who are here to do better, they are presented as the newcomers going to be movers and shakers of the world, not the one sorrowfully lamenting the great days of yore and their unsurpassable, forever lost splendor. This one would be the elf trope, actually.
which is utterly unlike real-life humans I want to scrap it, plus a lot of them have dead past human nations held up as better in some way.
 


Micah Sweet

Level Up & OSR Enthusiast
Several games out there (both Cypher System and Fate, that I know of) say that you can just decide to make your character non-human without actually changing any of your mechanics (while also supplying some mechanics if you wanted to play a non-human whose stats reflect that). I'd guess that that means there are lots of people out there who don't care if there are mechanical differences between humans and non-humans or not.
I'd at least say that fans of FATE and Cypher are ok with no mechanical difference. Cant say that necessarily means "lots" of people compared to D&D.
 

Micah Sweet

Level Up & OSR Enthusiast
your want all thought is perfectly understandable is irrelevant given that you can simply move into the simarilian and the elves are raising up there.

look welsh dragon is a fictional entity and it has a definition so it meets two criteria there, my point is to get to core elf traits so we know what it is people most likely care about as most people have an opinion on elves.

which is utterly unlike real-life humans I want to scrap it, plus a lot of them have dead past human nations held up as better in some way.
The Silmarillion is the story of the Elves' creation and past glories. You have to have somewhere to fall from, you know.
 

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