Adding non-humanoid characters to a fantasy RPG?
Posted: Sat Apr 09, 2011 6:16 pm
Trawling over the boards there's some pretty fervent discussion of playing non-humanoid characters. By which I mean characters that cannot be described by the humanoid standard of "a head, a torso, two arms, two legs." And no, adding a second head doesn't really count on its own, unless the two heads are their own characters, at which point I'm not sure what to think. Likewise most rule sets have managed to tackle adding another set of arms, though I wouldn't mind discussing those.
So I pose the question of what would be required to add non-humanoid characters to a fantasy setting? Because I've found that there actually is a subset of gamers that are uninterested in fantasy races unless they are wildly divergent from the norm, such as being completely nonhuman. Some elements that come to mind are...
Human Hax: The obvious set are those that can shapeshift, but they're almost cheating, because they don't have to be in their non-humanoid form, thus sidestepping the issues. So while shapeshifting and virtual shapeshifting (using telekinesis and illusions to act as if human) are possible, they're kind of cheating.
Grasping Ability: Almost all characters will be expected to be able to do some low-level manipulation of things with their, uh, paws? So while opposable thumbs can be fudged, if they do not have the ability to hold on to something, the game is over.
Setting/Game Assumptions: And, of course, the entire setting and/or game rules have to be written in such a way that these characters are allowed to be functional at all, but I don't think that is too hard if you are not attached to (pet system of choice). I'm not, at least. The main thing to keep in mind is how far from a "normal" (is there such a thing?) fantasy setting you are going, and that's the purpose of starting a thread... to go over how many steps you are deviating from the norm. For instance, "and now you can no longer have (most) dungeon adventures with the party that includes these" is an important qualifier, but depending on the game some may be willing to pay that price.
So I pose the question of what would be required to add non-humanoid characters to a fantasy setting? Because I've found that there actually is a subset of gamers that are uninterested in fantasy races unless they are wildly divergent from the norm, such as being completely nonhuman. Some elements that come to mind are...
Human Hax: The obvious set are those that can shapeshift, but they're almost cheating, because they don't have to be in their non-humanoid form, thus sidestepping the issues. So while shapeshifting and virtual shapeshifting (using telekinesis and illusions to act as if human) are possible, they're kind of cheating.
Grasping Ability: Almost all characters will be expected to be able to do some low-level manipulation of things with their, uh, paws? So while opposable thumbs can be fudged, if they do not have the ability to hold on to something, the game is over.
Setting/Game Assumptions: And, of course, the entire setting and/or game rules have to be written in such a way that these characters are allowed to be functional at all, but I don't think that is too hard if you are not attached to (pet system of choice). I'm not, at least. The main thing to keep in mind is how far from a "normal" (is there such a thing?) fantasy setting you are going, and that's the purpose of starting a thread... to go over how many steps you are deviating from the norm. For instance, "and now you can no longer have (most) dungeon adventures with the party that includes these" is an important qualifier, but depending on the game some may be willing to pay that price.
