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More Method Behind the Madness: A Guide to Creating Races
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Post by
HiVolt
As with many of you, I have often thought up a cool race that I think would be a wonderful addition to our beloved Warcraft. Inspirations come in many forms, from old D&D manuals to the newest hit video game. I've read just about every race suggestion on this forum, quite a few from other forum communities, and many other racial suggestions for quite a few other fantasy games.
All this being said, I've devised yet another simple, albeit not fool-proof (but then, what is?), set of rules. If you follow these rules when putting your race idea to writing, you will create a race that is enjoyable, well-fitting for the Warcraft Universe, and providing a lack of trolls and flamers (I know, it's a dream, and a futile one at that)-- well received by the vast Warcraft Community.
Note: Before commenting, please read the footnotes. They may be able to clear up some questions you may have. A footnote explanation can be recognized in the post by a superscript number.
Rule 1
: Elaboration is Key, know your ideas.
This rule may seem like a given to most people, but in many of the threads and ideas that I have read, there are many things that the community picks up on that may seem trivial in the greater idea of a race. No matter what your race is, you have to know all of the details, down to the most mundane of matters (like common hair/eye colors). If you don't know these things by heart, you'll be unprepared if questions about them come up. Sure, you don't have to include the smaller details like hair or eye colors in your original post of the idea, but you should be prepared if the question comes up. Therefore, know your idea, front to back and in-between.
Not only do you need to know the mundane; you definitely need to know the greater ideas behind your race. These include but are not limited to: Leadership1, Religion1, Social Structure2, Population2,3, Military Power2,3, Civilization Type3
The only way that you can be prepared for the myriad of questions you will get concerning the lore of your race is if you know
everything
about it.
Example: If your race is nature oriented (shamanistic/druidic religions), but has Priest, Paladin, Warlock, or Mage as a class option, you should explain why.
Rule 2
: Backstory is Necessary, know your lore.
I have seen far too many race ideas that completely omit lore. The lore is the lifeblood of the Warcraft Universe. To leave lore out of a race idea is like publishing a novel, promised to be the greatest ever written, that consists only of a very sparse outline. All it will do is leave your readers unfulfilled, unpleasant, and rife with complaints.
That being said, you need to make sure that your backstory is congruent with the current lore and game setting, or a possible future expansion. Again,
YOU
do
NOT
have the ability to make retcons. If you create a completely new race that has never been seen in any form within the Warcraft Universe, you can't say that it has been around on Azeroth since before the Sundering4. You
must
keep this in mind when putting your idea into words, in order for your idea to be well received.
On Hybrid Races5, Splinter-Faction Races6, and Lore-Neutral Races7:
These tend to tread dangerous territory in the idea of retcons and lore-breaking. If you do indeed decide to make one of these types of races, you must be very careful with your lore. If you want to create a Hybrid Race or Splinter-Faction Race, the population must be limited. If you want to align a Lore-Neutral Race to the Alliance or the Horde, you must provide an ample explanation for that alignment.
Rule 3
: Provide the Necessities, know your gameplay.
Now that Lore has been covered, there are points in your race idea that you absolutely must include. Remember, you're not just writing about how X Race joined Y Faction, you're proposing a
playable
race. This means you must include all the easily recognizable attributes of the currently playable races.
These points include1*: Class Selection, Starting Zone/s, Racial Abilities, Physical Appearance8, Racial Mounts8, Capital City9
Some other things that you may want to include10: Starting Attributes, Starting Quest Chains, Descriptions or Pictures of Architecture, Maps of Starting Areas and the Capital City
Rule 4
: Accept
ALL
Criticism, know your community.
Whether or not you like this idea, if you post your idea, anyone registered on this forum can comment on it. If they don't like it, they could either ignore it, give their criticisms, or tell you that it sucks and that you suck for making it. You need to be prepared to receive all comments on your idea, no matter the amount of trolling or flaming contained within. If you are unable to do this, you probably shouldn't post the idea.
Take all constructive criticism into account. People that give these comments, don't do so to deride or complain, but genuinely want to help you make your race better. And one thing that you must remember, never flame others for giving criticism or flaming you, and never feed the trolls, just don't do it, mon! ---Copypasta + Selective Editing FTW!
If you follow these rules, your race idea should be very well received by the Warcraft Community. If you're really serious about creating race ideas, here are some helpful links for resources and inspiration:
Sapient Races of Warcraft
- This is a large list of all sapient races that currently exist in the Warcraft Universe.
Playable Races of Warcraft
- You can use this as a jumping point to any currently playable race in Warcraft.
Dungeons & Dragons Character Races
- Let's face it, if it's in a fantasy game, chances are, it's in D&D.
List of Species in Fantasy Fiction
- Hooray for Wikipedia!
List of Species in Folklore and Mythology
- Again, Wikipedia is awesome.
The Hive Workshop
- Although this is a Warcraft 3 Modding site, it is extremely useful for inspiration. You could also find maps for landmasses here, perhaps even a perfect picture for an example in your idea.(Remember to give credit where it is due if you use any pictures, etc. as examples. You should also ask for permission from the creator first. Nobody likes a thief.)
Footnotes
:
Must be included in some way in the original post. (* - Everything in the list must be included)
May be omitted from the original post.
Preferably implied in the backstory.
Exceptions apply if the race has lived on a vastly unexplored area of Azeroth. (underground, underwater, etc.) Take note that all of the landmasses of Azeroth have been explored by at least one sentient race. Also, I used an extreme example, please have some common sense when reading this.
Half-Orcs, Half-Elves, etc.
The Horde Goblins in Cataclsym
Tuskarr, Pandaren, etc.
Including a link to a picture-example makes this much easier. This can be ignored if it has been seen in any of the past Warcraft Games.
You can use an existing Capital City for this. But I think it's much cooler to make up your own. :D
These are completely unnecessary, but they make your idea look polished, clever and like the idea is something you've really worked on. Note that the starting stats on each currently playable races add up to 100.
Post by
HiVolt
If you feel I've left anything out, that anything needs to be changed or clarified, please let me know.
I hope this guide will serve everyone wishing to create a playable race well.
Thanks! :D
Post by
Orranis
I liked this one much more than classes one, 10/10.
Post by
HiVolt
I liked this one much more than classes one, 10/10.
Thanks... I think... heh :P
Post by
Orranis
I liked this one much more than classes one, 10/10.
Thanks... I think... heh :P
I just think these rules make a bit more sense, I see no reason why a class has to be available to every race as long as it's in both factions.
Post by
HiVolt
I just think these rules make a bit more sense, I see no reason why a class has to be available to every race as long as it's in both factions.
I know what you mean, I do. Believe me, I think it would make the game much more interesting to see it. But, I'm also trying to think like Blizzard when I write these guides, and Blizzard holds equality among the players in high regard. Otherwise, we wouldn't see all the nerfs and buffs that we do.
I don't mean to step on any toes with that rule, it's just something that I feel needs to be said.
Post by
366611
This post was from a user who has deleted their account.
Post by
Claggi
I just think these rules make a bit more sense, I see no reason why a class has to be available to every race as long as it's in both factions.
If only people would feel that way about warriors or Death Knights already.
Anyways, on the subject of neutrals, I agree, but there could be very rare cases where commonalities are found on both sides if a hybrid.
Now as you all know, I'm a natural at playing with lore... so I decided to dabble with a different idea: Half Elves. They'd be great, but one half of their heritage makes up at least 80% of the playable Horde and the other half is human.
My solution was to give them physical differences AND story differences. Half Elves of Silvermoon would have the effects that their elven half has, including reddened skin, green eyes and they'd wear a symbol of Silvermoon on their neck as a pendant. The story is that they live amongst their elven heritage and feel the abandonment of the humans that their kin feel.
Stormwinders would have bright blue eyes and are paler with the Stormwind Insignia on their neck. Their story places them as wanting to be accepted in a society that sees them as somewhat lesser, though times of trouble bring them to just want to do something about it.
So it's not like they're freelance elves, quite the opposite! They're members of society that want to make changes, they just have ears that don't match the rest of their kin.
To balance things out so Half Elves don't seem to BOOM, you are limited to 1 per server, delete one if you want another, but choose your sides carefully.
But enough about that, one untouched story is
STATS!
When a race is made, it is given base stats that add up on average to
100
with variances by 1 or 2 points either direction last I checked. With this said, Stamina is usually 20 or 21, and no stat seems to go below 15 or above 25. Yes, this means you'll need a
calculator
... so what?
Also consider a faction opposite race to balance your added race. Class balance is important too, since no non-hybrid ever has a difference factionwise greater than 1, ever! The lore I've needed to make over the months just to get some balance unnerves me more than I'd like.
Variance is fun! Yea sure we could have furbolgs with Hunter, Warrior, Shaman, Druid, Warlock... we'll pretend Cataclysm wasn't announced yet and I'll just out and say you have Taurens with Warlocks... when possible, mix it up... otherwise we'll be in the situation where Humans and Bloodies are class clones!
Legs shouldn't be TOO concerning. Naga on modelviewer can wear all armor except feet and helmets. Helms should be super easy, and leggings easy too. Hey, Goblins were in a similar boat with a lack of helmets (since most NPCs like showing their mugs for some reason that probably came from the worm at the bottom of a liquor mug.)
Heck, even once demons could easily be redeemed if you play with enough Deus ex Mac Guffchina.
Post by
HiVolt
Anyways, on the subject of neutrals, I agree,
but there could be very rare cases where commonalities are found on both sides if a hybrid.
I don't disagree with this. However you do have some flaws in your idea that I have to address.
physical differences
AND
story differences
. The latter is a good idea if you're offering essentially the same race to both sides, however, the former is flawed. Although Half Elves do look different from both Humans and High/Blood Elves, they don't look all that different from each other. The only discernible difference would be eye color, and that is not always readily noticeable. Nor would a crest or pendant be readily noticeable. This would cause a great amount of confusion among players, especially in a PvP setting. Those small aesthetic differences cannot be the only differences in physical appearance between two races. There must be differences in stature and body-shape, and that is just not possible in this instance.
So it's not like they're freelance elves, quite the opposite! They're members of society that want to make changes, they just have ears that don't match the rest of their kin. That's just not it though. The problem with it would be the stigma cast on the Half Elves by their respective factions. As I said, they would likely be labeled as spies or worse. They may be different factions of the same race, but the fact that they are the same race raises that suspicion all the same.
To balance things out so Half Elves don't seem to BOOM, you are limited to 1 per server, delete one if you want another, but choose your sides carefully. This would help in player populations for the race and would help to reflect lore population. But, there is still the problem in the aesthetics.
But enough about that, one untouched story is
STATS!
When a race is made, it is given base stats that add up on average to
100
with variances by 1 or 2 points either direction last I checked. With this said, Stamina is usually 20 or 21, and no stat seems to go below 15 or above 25. Yes, this means you'll need a
calculator
... so what? I actually had this exact idea, but I honestly don't find that including the starting stats is a necessity. Like I said, it makes it look like you've really done your homework and thought out your idea thoroughly, but I don't think that it's necessary. I'll include the stats adding up to 100 in the footnote relating to that though.
Also consider a faction opposite race to balance your added race. Class balance is important too, since no non-hybrid ever has a difference factionwise greater than 1, ever! The lore I've needed to make over the months just to get some balance unnerves me more than I'd like. I also thought of noting this especially, but in my opinion, a race, moreso than that of a class, is a very particular project. Coming up with everything that you need to know and need to include can be a very daunting task, and I didn't want anyone to feel pressured into having to do it twice. For classes though, I don't think that it's quite the same.
Variance is fun! Yea sure we could have furbolgs with Hunter, Warrior, Shaman, Druid, Warlock... So long as explanations are given, this is totally fine. What classes you wish to make available to your race are totally up to you. It's the explanation that matters.
Legs shouldn't be TOO concerning. Naga on modelviewer can wear all armor except feet and helmets. Helms should be super easy, and leggings easy too. Hey, Goblins were in a similar boat with a lack of helmets (since most NPCs like showing their mugs for some reason that probably came from the worm at the bottom of a liquor mug.) I honestly could care less about what the race looks like. They could be just huge snakes that use weapons with their tails for all I care. So long as the lore is there, along with all the necessary information, and it seems like the person put a bunch of work into it, I'll regard it as a good idea, even if it's odd.
Post by
Morec0
Naga for the Horde!
Sorry had to say it, and this post is helpful as always, Hi.
Post by
Claggi
The Half Elves henceforth wear the banner of their nation: thus a Stormwinder wears a lion and a Blood Elf wears that Blood Elf Icon... also the eyes are always a giveaway. Helmets could be forced to always allow the glow to get thru.
Then again, who says that looking like 'spies' is bad. They could easily have a deceptionate racial built on the idea of fooling an enemy: it'd be like a racial stealth that hides you in plain sight, but it would only fool players by greenening your icon. They would still be able to force attack with the button, but not by clicking.
Then again, part of the fun/story of you could very well be your stigma. As you struggle for acceptance in society, you'll be faced with the Stigmas that drive many Half elves into Savagekin druidry!
Perhaps do to upbringing, their posture could be different. While elven movements are more dainty and elegent, a Human living could be more hunched like the apes they live with. Also, since Elves tend to be skinnier, Half Bloods could be skinnier and Half Men more built. If the difference between a slightly plump stick figure and Donkey Kong aren't enough, I'm not sure what else there is. Racials and classes would be the same, but its up to smart players to stay on their toes, otherwise it's just the whole 'Gnomes r 2 small!' cries.
Post by
Adamsm
Daughter of the Magus Telnar Martin and the High Elf magestrix Sheril Morningwood, Tahlia is a half-elf woman following in her parent's footsteps of becoming a mage. Her mother had died when the young woman was only 10, and she had been sent to live with her father, who took up her training till the assault of the Scourge in the Third War forced him to send her stay with a good friend, Knockturn Wrench, a gnome mage who had known both Sheril and Martin for years. Tahlia is tall, about 6 foot 6, same as her father, has long brown hair, and a pair of soft blue-green eyes. She was able to resist the Hunger after the Sunwell was destroyed, and now lives in the ice and snow of Dun Morogh with her 'Uncle' Knock.That's a description of my half-elf magi Claggi; she's merely a blend of her human father and high elf mother.
Post by
HiVolt
Then again, who says that looking like 'spies' is bad.
I'm not saying that spies are a bad thing. In fact they can make excellent plot devices. However, an armed military force is not going to willingly accept a people seen as spies for their enemies into their ranks. We're not talking about plot devices here. This idea runs solely off of societal constraints and tactical advantage/disadvantage. Despite Warcraft being a fantasy world, the politics, societies, and military tactics held within are far from fantastic.
I don't disagree that it could make for an interesting game mechanic, but it's not very practical, gameplay-speaking.
Splitting a single race (which is what Half Elves are) into two factions that fight for opposite sides is just something that, in my honest opinion, should not be done in Warcraft.
Post by
Patty
inb4 the sticky.
Post by
Adamsm
inb4 the sticky.
Post by
Claggi
Not quite a high priotity on my list, just a concept that doesn't break rules, just bends them... that's how rules were made to be.
Other points to focus on though.
I also thought of noting this especially, but in my opinion, a race, moreso than that of a class, is a very particular project. Coming up with everything that you need to know and need to include can be a very daunting task, and I didn't want anyone to feel pressured into having to do it twice. For classes though, I don't think that it's quite the same.
If three races per faction later we see the Horde getting all Warlocks and Alliance getting none, we'll know there's a problem.
Actually, once it's done once, it's easier to repeat. It's like riding a bike on a new street. You already know how to ride the bike, the street itself looks different is all and thus it is simply new territory so to speak.
Post by
HiVolt
Actually, once it's done once, it's easier to repeat. It's like riding a bike on a new street. You already know how to ride the bike, the street itself looks different is all and thus it is simply new territory so to speak.
Actually, not necessarily, at least not in my opinion. If you want to make a re-hash of your previous ideas, but slap a few differences in, then certainly it should take no time at all. But, if you
really
want to make a good race, you've got to put a lot of time and energy into it. Not only do you have to research what types of civilization might work for it, you have to set up a social structure, a military structure, calculate populations, religious rites and practices, etc.; not to mention all the research and variables that go into that. With a class, all you need is some lore, an explanation of gameplay, some good looking spells, a few talents, and a good selection of races and you're essentially in the clear.
No, when you're developing a race, it should be something more like you're planning out a civilization, because that's what it is. A class would define a single part of a civilization, whereas the race is the civilization itself. As such, it's much more complex, intricate, and of course, interesting.
Post by
HiVolt
Does anyone have any further comments or questions? Does anyone feel like there's something I need to add or remove?
Post by
Claggi
Just some small helpful ideas. When I've time, I'll delve out more.
Races that often get overlooked:
Quilboar
: I'm surprised really! Quilboar have many things that most races lack, including women! They have a complex Spartan, if not cruel society. They aren't really evil, just pushed back and mostly losing lots and lots of land due to Orcish and Tauren expansion.
To really get them to make changes, the mere whisper that Agammagan has returned will cause great societal changes, and some may seek new allies. The Horde would be out of the question due to their association with Taurens and Orcs, but said loathing would surely be advantageous in the mindset of a certain chin master who also hates said races.
The possibilities aren't so limited, but Quilboar have many of the requirements of a playable race already: Unique building structures, gender differences, religion, society, and a variety of class options.
I'm guessing the piggish face throws everybody off.
Nerubians:
One day Blizzard will stop with the whole perfectly hominid structure requirements and allow one of the most advanced subterranean civilizations to throw away its hatreds to fend off real foes. The Nerubians are powerful, lethal, and may tend to be highly related to one another, but they are one of the craftiest, smartest races yet.
Nerubians can also feature a plethora of classes and have many questions of faith, especially with more and more dwarves exploring their caves, some featuring holy light that kills dead people dead.
All in all, the whole leg issue is meager, and size shouldn't be an issue either, Nerubians could be shrunk a bit, being a creature that is wider than it is tall, and its mounts would be latched onto with spiderlike reflexes. They of course have a unique society and underground structure, a unique lack of religion via philosophy and of course their own language.
Gnoll
: Hogger, ^&*!@! No, there's more to it. Or there should be! There's not a whole lot really gnown about knolls, that could easily change with minimal retcons, practically none at all! Gnolls are mostly vicious, but in times of desperation, ya never know...
Gnolls tend to feature a variety of class capacities, especially hunters, shamans and warriors. That and... HOGGER! He'd be the best capital boss ever! 40 Man raid 4 realz thiz time!
Broken
: Estringed from the Draenei by fel taintage, the Broken could easily be a twist on the light loving Draenei as they forever seek that which they lost. Maybe they are void of Paladins, and may instead look to nature or the demonic energy that is cursing their very existence.
Their place could be amongst those of their kin that escaped, or amongst the enemies that wish to make it up to them for years of torment. Either way, they'd be more than just a Draenei reskin!
White Lady/Blue Child
: No those aren't races, but places that could have races. I didn't include Argus, though I'm sure that it might not be the legion HQ everyone thinks it is.
Anyways, these places are clean slates, perfect for molding not only new races, but new geologies, geographies, biological pathways, religions, philosophies, and of course, races! What kind of moon men and women do you dream up and wish could fight by your side? Technically there'd be little lore to break because so little is known about both, other than the fact some worship Elune as the White Lady or living on the White Lady. Either way, new lands to explore, and nobody can complain about your lack of lore knowledge... not yet anyway.
Post by
HiVolt
I didn't include Argus, though I'm sure that it might not be the legion HQ everyone thinks it is.
It's probably one of many Legion HQs, along with Xoroth.
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