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Worlds of Design: Same Humanoids, Different Forehead
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<blockquote data-quote="lewpuls" data-source="post: 8319279" data-attributes="member: 30518"><p>Fantasy role-playing games, like the <strong>Star Trek</strong> television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.</p><p></p><p style="text-align: center">[ATTACH=full]138966[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/archer-woman-fantasy-archery-3617532/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><h2>From <em>Go </em>to <em>Risk</em></h2><p>Fantasy role-playing games can suffer from a plague of the notion that everyone must be <strong>the same.</strong> Humanoid species—dwarves, elves, halflings, etc.—<a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/RubberForeheadAliens" target="_blank">are often just funny-looking humans</a>. Alignment becomes a convenience, not a governor of behavior.</p><p></p><p>Consider games that have no differentiation. All pieces in the game <em><strong>Go </strong></em>are the same and can do the same thing. That’s true in <em><strong>Checkers </strong></em>as well until a piece is Crowned. And all the pieces in <em><strong>Risk </strong></em>are armies (excepting the cards). Yet <strong><em>Go </em></strong>and <em><strong>Checkers </strong></em>are completely abstract games; and <em>Risk </em>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).</p><p></p><p>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 <strong>Dungeons & Dragons</strong> 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.</p><p></p><p>The same applies to RPG species. The appeal of RPGs is that species are <strong>not </strong>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.</p><p></p><h2>Same Actors, Different Makeup</h2><p>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 <strong>designer’s </strong>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><h2>Differentiation Through Alignment</h2><p>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 "<a href="https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/" target="_blank">Chaotic Neutral is the Worst</a>") Removing alignment tendencies removes a useful GM tool, and a way of quickly differentiating one character from another.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Your Turn: How do you differentiate fantasy species in your game?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8319279, member: 30518"] Fantasy role-playing games, like the [B]Star Trek[/B] television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance. [CENTER][ATTACH type="full" alt="archer-3617532_960_720.png"]138966[/ATTACH] [URL='https://pixabay.com/illustrations/archer-woman-fantasy-archery-3617532/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=1]From [I]Go [/I]to [I]Risk[/I][/HEADING] Fantasy role-playing games can suffer from a plague of the notion that everyone must be [B]the same.[/B] Humanoid species—dwarves, elves, halflings, etc.—[URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/RubberForeheadAliens']are often just funny-looking humans[/URL]. Alignment becomes a convenience, not a governor of behavior. Consider games that have no differentiation. All pieces in the game [I][B]Go [/B][/I]are the same and can do the same thing. That’s true in [I][B]Checkers [/B][/I]as well until a piece is Crowned. And all the pieces in [I][B]Risk [/B][/I]are armies (excepting the cards). Yet [B][I]Go [/I][/B]and [I][B]Checkers [/B][/I]are completely abstract games; and [I]Risk [/I]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 [B]Dungeons & Dragons[/B] 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 [B]not [/B]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. [HEADING=1]Same Actors, Different Makeup[/HEADING] 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 [B]designer’s [/B]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. [HEADING=1]Differentiation Through Alignment[/HEADING] 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 "[URL='https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/']Chaotic Neutral is the Worst[/URL]") 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. [B]Your Turn: How do you differentiate fantasy species in your game?[/B] [/QUOTE]
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