In many RPG systems, Human is the average. The baseline. The mundane. The dull race.
This can be traced back to 1st ed. AD&D. Humans then had no special abilities, but two advantages: they could be any class, and could advance to maximum level (usually 20). All other races were severely limited in what professions they could have and how far they could go in them (Thief was an exception: unlimited advancement for all but half-Orcs).
This perspective of humans trickled over into many computer RPGs, not only those in the AD&D line. Humans rarely, if ever, had any special features, while the half-elves and the dwarfs and the elves, etc., came with advantages.
True, there was typically a stat hit here and there, but there were compensations with a boost somewhere else. Humans always came off second-best.
The usual specious excuse given for humans’ lack is that they are “versatile” and “unspecialized”, where other races have a strong tendency towards particular professions, the classic example being the Dwarven Fighter.
Why? Because that’s how AD&D did it, and many designers followed that model. It was easier and required little, if any, thought. Nothing special needed for those dull humans.
One series that got away from such nonsense is Elder Scrolls. In a clever move, they split out human into multiple races: Bretons, Nords, Redguards and Imperials. Each had its own particular abilities and advantages, putting them on a par with the non-human races. Being human was no longer being second-class.
However, it did saddle these human subraces with the same “tendencies” that the non-humans had. Redguards, for instance, are designed as the premier fighter class. Of course, you could run them as something else, perhaps for a challenge, but they wouldn’t be anywhere as competent in that profession as they would in their natural warrior class.
But at least it’s a step in the right direction. There is no reason why humans can’t have some special abilities of their own, just as other races do. The crumbs thrown by AD&D 3rd edition hardly compensate in that area.
It would be a refreshing - and welcome - change of pace if developers of non-AD&D RPGs sat down and really thought about the races in their games, instead of just throwing in the tired old “usual suspects”.
In particular, it would be good to see humans come in with some real advantages, instead of being almost an afterthought with nothing much to recommend them. Along with that, dispense with those elves, gnomes and such and design some interesting other races.
That alone would help to freshen up the RPG genre, and possibly open the way to unique story lines. But above all, give humans a better place than second class. We’ve been in the mundane ghetto far too long.

















Humans as being mundane? Hum???
Maybe, someone should have told Robert E. Howard when he created characters like Kull, Conan, or even Red Sonja. These characters were larger than life and show what people can really do.
And how about Tarzan or John Carter of Mars that Edgar Rice Burroughs wrote about?
Or the stories of King Arthur and the Knights of the Round Table? Or the most powerful mage of all, Merlin?
Or Moses for that matter?
Or Elminster, the powerful mage of the Forgotten Realms.
Or how about Hercules or Samson?
All of these people/characters were larger than life and maybe our CRPGs should reflect characters like this.
And how about Robin Hood, the greatest archer in lit (and possibly in real life)?
And don’t get me started about telling you what two characters named Scorpia and Presto have done in games.
PS, looks like Eschalon:Book 1 may changed all of the above.
By the way, Scorpia, have you checked out an adventure game named Secret Files: Tunguska yet? Just released.
And maybe, Scorpia, you should have told Stan Lee this when he created Spider-man. the Fantastic Four, the X-men, Daredevil, Captain America, the Hulk, Iron Man, Dr. Strange, etc.
I can also add Doc Savage, Dr. Who, Sherlock Holms, some lesser known characters like Superman, Batman, et. al.
So, why haven’t our games reflect what our lit/legends/myths have shown throughout the ages?
I heard that Scorpia saved a whole village by herself from a attack by a horde of goblins, bugbears, and orcs. She stung them all to death with her stinger.
Well John, those you mention are in the “superhero” category, typically people who acquire mighty powers through some magical, accidental, or scientific means. And there have been, I think, a few games based on them.
Aries, the humans I’m talking about are mundane as far as computer RPGS go. They have little relation to characters of myth or legend.
Well, Dr. Who and Hercules aren’t human! :)
Despite not having big advantages in one area or another, I often create Human characters simply because they ARE so versatile and suffer no penalties in various areas.
It IS nice to once in a while have a different sort of “human” choice as in the Elder Scrolls games, but then I usually end up going with whichever variety of human/elf/whatever fits whichever character I want to play in those games.
Some games also compensate for the bland human trope by making a few classes or skills only available to Humans, which makes them different from other races and NOT the dull norm after all. Granted, these are few and far between.
There are also some games that make humans your ONLY choice. Depending on the setting, I’d prefer a system that allows other races and leaves humans as the ordinary, jack of all trades type character.
While it does seem unfair that humans are the “average” and get no special stat boosts, etc., there’s something to be said for a race that can do whatever you want it to do with no penalty.
And maybe, Scorpia, you should have told Stan Lee this when he created Spider-man. the Fantastic Four, the X-men, Daredevil, Captain America, the Hulk, Iron Man, Dr. Strange, etc
Actually, I think Doctor Strange is “merely” human. He’s just a master of magic.
Batman (not by Stan Lee) is also a purely mundane human.
Personally, I tended to play humans even in the first edition AD&D days. Dunno why. Maybe because I’m such an optimist that I always worried about hitting the level-caps.
In third edition, the extra starting feet and extra skill points each level are a strong temptation.
I never did understand why the “elder” races in AD&D were so elitist and didn’t embrace diversity like the young human race did. It seemed hokey at best.
I think you have very valid points Scorpia. So I’ve decided to design a game where dwarves have no beards, elves have no ears, and humans are the premier specialty fighter class from all their years of murdering each other and a natural affinity to chaotic evil alignment.
:D
I do puke when I pick up games that are medieval based with bow wielding elves. I’d love to see a game that a) wasn’t medieval based, b) elves didn’t weild bows or magic, and c) orcs weren’t the whipping boys or cannon fodder.
Personally, I’d like to see a fantasy game that didn’t have the elves, the dwarfs, the halflings, etc.
Of course, I already mentioned that in the article ;)
Klara, as far as AD&D (now with 3/3.5 eds) is concerned, the penalties for non-humans are really so slight (except for those poor half-orcs), that they hardly matter.
Humans get (big wow) a few extra points at creation, along with a bonus feat, and then a big one extra skill point per level. That’s hardly on a par with the abilities of the other races.
Actually,
Scorpia,
the X-Men are mutants that are born with their powers.
The point being made above is that there has always been extraordinary people and our games (paper/board/computer) should reflect this.
Humm, no elves, no dwarves, etc. What would we have left?
I know,
Red men ideal as fighters
Black men ideal as necromancers
Yellow men ideal as clerics
White men ideal as paladins
Grey men ideal as rogues
Blue men ideal as mages
Green men ideal as archers