Generic, “adaptable” Humans in TTRPG settings, is a sign that the writer of same doesn’t actually understand how diverse groups in the world work

36 thoughts on “Generic, “adaptable” Humans in TTRPG settings, is a sign that the writer of same doesn’t actually understand how diverse groups in the world work

  1. Steven Smith says:

    One way to do this is a skill pack. I dont use DnD muxh these days but have started tweaking how I run some games. Instead handing out a feat have them get like 2-3 skills that represent cultural touchstones.

  2. Samuel says:

    I agreed for the most part but weirdly enough there are real life races that have more similarities to each other than their neighbors of a different race. For example, African American Vernacular English is a dialect determined by race and ethnicity rather than region because the shared history of Americans with African descent created a new form of language that often isn’t shared with Americans of other races. So in that regard I think that how distinct your races are from other members in different regions can say a lot about the relations between races in your world. maybe monstrous races that are often discriminated against tend to fall back on the shared culture they have while races like dwarves or elves who are more accepted in wider society take on the characteristics of their region more than the far-off characteristics of a supposed unified race that doesn’t actually exist.

  3. Duntkar says:

    The flavor behind the diversity and adaptability of the human races in fantasy settings is largely based off lifespan differences between humans and the much longer living dwarves and elves. Due to the long lifespan of the fantasy races there cultures tend to be more sedentary because they have all the time in world with life spans in the hundreds of years. Where as humans have a mere 80-100 years, depending on setting, to achieve there dreams. So their adaptability is supposed to reflect a cultural drive that other races lack.

  4. Ade says:

    Disagree totally. RPG’s are about imagination not creating barriers. Why make things rules heavy ? If your players can’t roleplay it without rules then it’s time to find a new group.

  5. Dave says:

    The problem with this line of thinking (e.g. people from this region are more intelligent or more charismatic) is that is the definition of racism.

    Yes we have our different stats as individuals, but putting that line of thinking towards regions or nationalities is biased and prejudiced.

  6. Garret Zettel says:

    I have never had an issue with this system at all, and have always percieved it to be exactly as it was described above: Humans are unique in their many cultures, whereas other races share most of their culture across geographical borders. However, for someone who wanted to play otherwise, it seems the best fix is to use culture in place of race (Waterdhavian would give you benefits instead of Dwarf) and use race as a sub culture of sorts that would give one stat bonus, a lifespan, and maybe some other ability.

  7. Wannabebruce says:

    Let the players explain why their human, from a particular culture, has a feat or stat bonus in your world and build it from there. They get a chance to flesh out your world and take some of the burden of work off the DM.

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