roseembolism (
roseembolism) wrote2008-09-16 05:45 pm
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Under The Green Moon: The Five Races and my Game
I have a question. There's a concept going around in gaming of the Five Races, and I have to wonder how much the races in my game will be affected by it,.
The five races, as explained here in TV tropes are stereotypes or categories that most races in fantasy and Science Fiction seem to fall into. The main categories include:
In my game write-up for UTGM, I mention something like 20 sentient races, many of them created by the Lifemakers and other human Precursor civilizations, with humans as the fading "elder race". I have no intention of statting them all up, but it almost seems inevitable that some of them will seem to fall into the categories.
Take Daemons for example: they're oneof my favorite races, but also potentially the most problematic. The initial write-up has:
Daemons:
So, ARE these guys too elflike? They aren't intended to be- though frankly the references may fdall too much into the anime category. And also, how concerned should I be whether the races I created fall into the "Five races" stereotype?
Any thoughts?
The five races, as explained here in TV tropes are stereotypes or categories that most races in fantasy and Science Fiction seem to fall into. The main categories include:
- Stout (Dwarf): Gruff, usually associated with hard physical work and masculinity. The Proud Warrior Race may also fill this role.
- Fairy (Smaller Elf): The most magical race, relatively speaking. Can include angelic types or even gods. The typical Fairy is an elf who doesn't get along with Stouts.
- Mundane (Human): What the modern reader most identifies with. The least magical race, usually enjoys simple pleasures instead of adventuring, a la Tolkien's Hobbits.
- High Men (Taller Elf or Human): Usually a historical or fantastic interpretation of what humans are or want to be, at least in character. A setting that doesn't have elves as Fairy or High Men simply doesn't have elves.
- Cute (Hobbit/Moogle/Gnome etc): The fifth, increasingly common group. They may seem weak, but have a sort of spiritual purity and inner strength that allow them to succeed in the face of adversity.
In my game write-up for UTGM, I mention something like 20 sentient races, many of them created by the Lifemakers and other human Precursor civilizations, with humans as the fading "elder race". I have no intention of statting them all up, but it almost seems inevitable that some of them will seem to fall into the categories.
Take Daemons for example: they're oneof my favorite races, but also potentially the most problematic. The initial write-up has:
Daemons:
A common legend among the Daemon empires is that they were the pinnacle of the Lifemaker's art, created to be their successors and the epitome of graceand power. Other, less charitable races say that they were created to be concubines and mana batteries. Whichever story is true, the Daemons do have an affinity for magic and politics. Daemons tend to be tall and elegent, favoring slender lines over muscle mass. Their hair commmonly tends to be straight and thick and has colors ranging from, dark red, to blue or even green and purple. It is common to wear it long, with status, rank or affiliation indicated by styling. . Their eyes as well tend for bright blue, violet, or green, shades. Daemons have a strong affinity for magic, and even common people know one or two helpful powers. Daemons have been responsible for many advances in magic use, and the most arrogant of themclaim that they have exceeded the Lifemakers knowledge in this area.
Though individual Daemons vary, a common attitude among the race is that they are architects of a new civilization, and they generally prefer settled lands over wilderness. They seem to have a natural affinity for politics, and even the smallest Daemon city-state is full of intrigue. As one of the younger races, they are very expansionistic, and have created two of what may be the most powerful empires in the world. It may be fortunate that the two empires are currenntly more concerned with each other.
Though individual Daemons vary, a common attitude among the race is that they are architects of a new civilization, and they generally prefer settled lands over wilderness. They seem to have a natural affinity for politics, and even the smallest Daemon city-state is full of intrigue. As one of the younger races, they are very expansionistic, and have created two of what may be the most powerful empires in the world. It may be fortunate that the two empires are currenntly more concerned with each other.
So, ARE these guys too elflike? They aren't intended to be- though frankly the references may fdall too much into the anime category. And also, how concerned should I be whether the races I created fall into the "Five races" stereotype?
Any thoughts?
no subject
As for the give races in general - the categories are sufficiently broad that some of them will fall into one or another. If you have a hulking combat species (which honestly seems very likely - someone would eventually create them, if only as gladiators), then you're well into the orc side of the orc/dwarf Stouts. Similarly, a small long-fingered tech type is firmly into gnome or faerie territory
Of course, some of the obvious ideas for such a setting don't fit into any of these five very much - I'd definitely expect some species with notable animals features (mostly either as combat forms or especially decorative concubines), as well as some zero-G or vacuuum adapted species and some aquatics.
On the pulpier side, green martians don't fit any of these well, nor do intelligent white apes, or many of the Niven's Ringworld hominids (all of which are obvious sources for inspiration for UtGM)
In any case, as long as a good proportion of the species (at least 1/3 or so) don't fall into one of the five categories, then you should be fine.
btw, welcome to my f-list.
no subject
You're also right in that some of the races I'm creating are going to fall into the "Six races" category simply because they have engineered traits that match the stereotypes. Like a small long-fingered engineering type, damn it all. (At least I can console myself that nomads with the chlorophyll skin are slightly original).
And animal features will definitely be something that's present, though even there I'm trying to think of something besides ninja catgirls. Some foolish progenitor culture uplifiting raccoons or baboons, say. Definitely there will be aquatic races; at least two, using different approaches that mirror the two major ways mammals adapt to oceanic existence.
And as for Ringworld, I'm very fortunate to actually have a copy of the game, which has even more hominid types than the books. It's been inspirational in trying to come up with a balance between functional and cool.
no subject
I think something "elflike" in the High Men sense is inevitable once you have human modification guided by human desires. Tall smart pretty and long-lived? Yeah. Even if they're not superhuman, just a selective concentration of the human gene pool, you'll get the same effect, though explicitly *not* living longer than 120 (because it's Hard[1]) would cut off one big elf-like feature.
[1] Though I'm not sure how plausible that is given people who know what they're doing. Longer life should just be a matter of spending enough energy on sufficient maintenance, uncapped by evolutionary pressures like disease predation or violence.
no subject
As far as longevity goes, it's pretty much a self-solving problem, because even if old age won't kill a person, eventually the odds will catch up with them. That said, I'm still giving Old Humanity a reputation for longevity. It's part of their mystique.
no subject
At those lifespan numbers, possibly cataclysmic variables start dominating: climate changes, civilizational breakdown, wars, meteors... of course, a Kardashev Type I civ could control some of those variables as well.