Showing posts with label diversity. Show all posts
Showing posts with label diversity. Show all posts

Monday, May 11, 2020

A Response To The "Flaw" in My 100 Kinfolk Collection

As many readers know, for the past year and change I've been working with High Level Games on a project I call simply 100 Kinfolk. The idea was to take the core Gaian garou tribes in Werewolf: The Apocalypse (plus the Black Spiral Dancers as a bonus), and to create a short, simple list of 100 kinfolk per tribe. That way STs would have ready-made lists of allies who could do everything from provide cover fire, to help hacking into the enemy data base, and players could read through the list to find inspiration for their character's background, family, friends, etc.

And, as I said last July in 100 Kinfolk: A Werewolf The Apocalypse Project, one of the goals of this project was to provide support for aspects that are often sorely lacking in a lot of classic World of Darkness projects; diversity, acceptance, and characters who have support systems, driving goals, and healthy coping mechanisms... for the most part, anyway.

This is still Werewolf, after all.

I started getting excited recently, because several of the installments in this collection have been passing Copper status, and they've been seeing some surges in popularity. They're also getting generally positive reviews. However, in one of the reviews I saw something that I want to address, because I feel that the individual who left the following block of text in their review on the 100 Fianna Kinfolk seems to have completely missed the forest for the trees.

"A solid suplement, very useful among many others. It gives STs a chance to focus on a story rather than NPCs. But it has 3 major flaws:
-Many of those kinfolks have been wrongly assigned as male or female at birth. As far as I know it doesn't happen so often. And in these books (the same flaw can be found in other books from this series) you can find at least one character like this. The same is for LGBT Kinfolks. I have nothing against homosexuals, but they are no more than 3% of world's population (according to Google and Wikipedia) so putting at least one in every book is a little too much for me. -It appears that many of those characters were created by copy/paste method. Their bios and sometimes names are similar in different books.

-Many of them also have brothers and sisters (sometimes a few of them) who undergone their First Change. If I remember correctly Garou are a dying species so it shouldn't happen so often. Of course, if a ST follow the rules to the core it can be assumed that parents of those kinfolks were pure breeded (high Pure Breed Background).Many of them also have gnostic talent or gifts, a rare thing among Kinfolks. Neverthless it is a very good position to have (ST can easily modify those characters to correct those flaws).

- If I had to point a flaw that cannot be easily corrected I will say that the characters are too "clean". No skinhead/racist among Get of Fenris kinfolks? For me almost impossible (p. ex. in "Rage across New York" there was a skinhead Fenrir)."

The second part is up to personal preference, as the commenter said. However, I feel that the first and third comments are telling, so I want to take today's entry to talk about them.

World Population Doesn't Matter


Let's take this commenter at their word, and say that roughly 3% of the global population is trans. The number is probably higher for a variety of reasons (lack of awareness and education, social pressures not to come out, punishment for those who don't hide that part of their identity, etc.), but let's say for the purposes of this thought experiment that number is accurate.

Kinfolk come from all over the world. They're found in every population round the world. They are a global force. So if that number is accurate, then you would expect roughly 3% of the characters represented here to be trans, wouldn't you? That translates to at least 3 characters per 100 kin (though I'm sure a discussion could be had regarding the Red Talons, if someone wanted to make that point). So the argument sort of falls down on its face from that angle.

You know what I didn't see a lot of demand for, though?

Something that wasn't brought up was that I have far more redheads than the world population might demand. At roughly 2% (far less than trans people by a wide margin), there should only be about two of them per collection according to World Atlas. Not only that, but roughly 18% of the world's population lives in China, and another 3% or so are ethnic Chinese people who live outside of China's borders. Yet I haven't had a single person argue that I grossly underrepresented that particular demographic in this project.

Of course, if you take the percentage of trans people we're using, and multiple it times the billions of people who live on earth, that will give you numbers that are far larger than you'd think. There's roughly 8 billion people in the world, and that means if we accept the numbers (which as I said are likely low-balled), that's still about 160 million trans people around the world. Even if only one half of one percent of them are kinfolk, that's still 800,000 people.

With that said, though, the numbers are completely irrelevant. Because the point of the project, as I stated, was not to accurately represent world populations based on global percentages. The goal was to do my part to give people who are often excluded some kind of seat at the table as part of the writing.

Pushing Back on The Edge


Let's be real here... the World of Darkness was formed in large part from the edginess of the 90s. A lot of the subjects it's covered have been taboo, distressing, or outright awful... it's a horror game. That's what a good horror game is supposed to do.

However, the 90s also saw another unique change in horror; black people started surviving their movies, instead of being the first to meet the business end of a machete.

And that's without mentioning the impact of absolute legends like this one.

Over the past two decades and change, horror has been reinventing itself. It's stepping away from reinforcing status quos, and is changing the faces of many of its monsters. It's asking deeper questions about who gets to be a protagonist, and whose lives are valuable. The deeper questions that, in the best horror, are always lurking just below the blood, guts, and gratuitous nudity.

And those are the questions I want to encourage players who pick up these guides to ask in their games.

At the same time, though, I want players who have often been excluded (or worse turned into nothing more than monster bait for being different) to have characters who say unequivocally that they belong here. So that means there are kinfolk who are gay, trans, and from a wide variety of ethnicities, religions, cultures, etc. Because all too often that hasn't been the case in the games I've seen run and played. Even in werewolf, which is as global as settings get in the World of Darkness, there seems to always be someone keeping the gates and saying that X, Y, or Z character concept would never be accepted in kinfolk society.

Of course, if the individual who left the comment had waited till the series was over, he would have found that harder, grittier, more problematic concepts he mentioned are, in fact, part of this project. The white power Get of Fenris, the Red Talon who wants to wash the forests clean in man's blood, the Black Fury who brutalizes men for being weak, and the Fianna who lets their passions drive them to fits of brutality when they drink to much, or hear no one too many times... I have a place for all of them.

Those are the characters who fall, and will only be taken in by the Black Spiral Dancers collection.

The Appeal of Transformative Fiction


Werewolves, at their core, are creatures of transformation. They wear different faces, different skins, and they are more complex than what they may appear to be. If you don't get why that would appeal to LGBT players, and particularly trans players, just roll the thought around in your head for a while. It's okay, I'll wait.

Don't rush. Take your time.

And for those who are thinking about raising the specter of acceptance by their own kind, the commenter did bring up a good point; the garou are dying. Slowly but surely they're dying. That means they can't afford to let their communities fall apart over minor disagreements. And, if you read between the lines, kinfolk communities are meant to be supportive and cooperative. They are the backbone of the fight against the Wyrm, and many of them maintain ancient traditions all their own.

Every part of the LGBTQ acronym (including the letters not seen here) has been around as long as humanity. From the very gay warriors of Sparta and Athens, to the two-spirits of many Native American tribes, archaeologists have found mountains of evidence that queer folk have been a part of every society and every civilization probably all the way back to the days of the caves. Which means that, by the canon of Werewolf, they've been around just as long as the tribes have. And rather than disregarding that, you get a lot more mileage out of asking how this element adds to the stories you can tell, and the elements you can draw on.

Without Light, What's The Point of Darkness?


Something else I mentioned in my previous post, but which I feel it needs to be reiterated, is that light is a necessary element for a horror game to function. And the World of Darkness is, without question, a horror setting. I went to college in Gary, Indiana, and I've seen with my own eyes the crumbling streets, crooked alleys, and rising smoke that inspired both the setting, and the site of one of the biggest hives in the Werewolf setting... stuff can get bleak between these pages.

Many PCs and character sheets has this world devoured over the years.

But if a setting is all darkness all the time, you have no contrast. Without contrast, there is nothing to generate horror. Horror isn't just violence, bloodshed, trauma, and scars... it is knowing what came before. A shattered mirror or a destroyed painting has no weight on its own; you need to know what it was for the destruction (and the story of that destruction) to have a meaningful impact on you.

That is why the kinfolk I present are so "nice" and "clean" as I was accused of; they're meant to be your allies in this fight. They are going to be people you come to depend on, to care about, and who are going to be placed in danger. They may be friends, lovers, family members, or other close NPCs who are tied your backstory. Their lives and their sanity being on the line means nothing if you don't care about them. And if your werewolf loses control and wounds or murders them while in a frenzy, but the kinfolk was an antisocial jerk that no one liked or wanted to work with, players are going to end up with a, "world's better off without him," feeling.

You don't want that. You want them wracked with guilt, burning for vengeance, or raking themselves over the coals for not protecting them like they were supposed to. You want them to feel a wound they can't regenerate, because that is the core of where the drama comes in werewolf. It's a lost cause that refuses to give up, and where the garou are (often literally) their own worst enemies.

Looking To Get Your Copies?


If you made it through all of that and want to take a more detailed look at the kinfolk project, I've provided my affiliate links below! If you do get a copy, please leave a review, and help spread the word. The Black Spiral Dancers are currently being written (will update the links when they're complete), and if the demand gets loud enough I may revisit this project to include Stargazers, Fera, and other aspects of the Werewolf sphere.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, April 1, 2019

All Games Are Inherently Political

Of all the phrases I've grown to hate over my years of gaming, there is one in particular that makes me sigh. It is a phrase that lets me know I'm in for a long, and often frustrating discussion. And, many times, it's a phrase that lets me know that this person is not someone I'd enjoy having at my table.

What's that phrase, you ask?

"Get your politics out of my game!"

Pictured: The kind of character this protester often plays, perhaps missing the irony.
The problem here, for those who are wondering, is that there is no such thing as a non-political RPG. Roleplaying games, by their very nature, have messages in them. Those messages convey meaning, establish themes, and generally speaking are what provide the context for the story we're all telling, here.

Because of that, all games are inherently political in some way, shape, or form. And I'd take that one step further to say that most forms of art (especially things we geeks love like movies, comics, sci-fi and fantasy novels, etc.) are also inherently political.

Do You Remember Stan's Soapbox?


Though it will likely cause all of us pain, I'd like to talk about Stan Lee for a minute. Because while we can argue about the man versus the persona, and the nature of an artist and their legacies, one thing that Stan made very clear was that he and many of the artists he worked with at Marvel were sending very clear, direct messages with the stories they told. From Spider-Man's lessons on power and responsibility, to the X-Men's civil rights metaphor, to Black Panther beating the holy hell out of a white-clad hate group, Marvel's stories were not shy about their politics.

And for people who missed it, or who thought they might have been accidental, there was the handy little feature of Stan's Soapbox.

No gray areas, no miscommunication.
Stan Lee, and other creators, felt that these messages were important enough that they needed to be spelled out in plain English once the story about super-powered men and women in Lycra costumes was over. Because, at the end of the day, they had things they wanted you to take away when you closed the rear cover of that comic book.

That tradition hasn't stopped with the modern iterations of Marvel's comics and films, by the by. Captain Marvel is one of the biggest successes they've had in a while, and the story it tells is about a woman who breaks free from a controlling relationship filled with lies and gaslighting to embrace who she really is. Something with a lot of parallels to Jessica Jones, I'd add. Guardians of The Galaxy tells a story of the importance of personal connection to others like yourself, showing that being adopted (even under odd or unusual circumstances) doesn't make you any less of a family. And, of course, Captain America: The Winter Soldier came out pretty heavily against a surveillance/police state.

Just for a few examples.

But What Does This Have To Do With Gaming?


You can pick up practically any play, any novel, and any game, and find messages like this lurking just under the skin. All you need to do is look at who the heroes are, who the villains are, and what the conflict is over. Are ugly creatures viewed as inherently monstrous and deserving of death, or do we find that orcs, goblins, ogres, and others have a vibrant culture and drive to survive past all the war paint and skulls? Is racism seen as tolerable as long as it's against elves or gnomes, or is that prejudice used to clearly mark someone who is backwards at best, and a villain at worst? Is enchantment seen as an appropriate, non-lethal way to end a conflict, or is its ability to violate someone's mind and consent seen as an art practiced only by the wicked?

Do traditional paladins define what is unquestionably good just by existing?
All of those messages, and many more, are coded into our games. Even if we're not thinking about them. And, generally speaking, players will accept those political points without question. Even defending them virtuously in-game, if they're heroes. Yet for some reason they'll suddenly roll their eyes if, say, a game includes the message of, "Being gay is all right," or, "Humans come in multiple ethnicities, and confining them to imaginary borders on a map makes no sense in a world where immigration is a reality."

Sure, those are political messages in a game. However, it's no more political than the belief that those with magic should be the ruling faction of a nation, or that chattel slavery is wrong and should be smashed at every opportunity. All of these things are inherently political (and dare we say it, moral and philosophical) points that show up in our games, and that's been true since the first dice were ever rolled in an RPG.

Don't Duck The Subject


If you disagree with a particular message in a game, that's fine. I'd even go so far as to say that's great. However, simply demanding that people keep politics out of a game doesn't help, because it would mean staring at a blank piece of paper. Instead, explain why you feel this particular political statement should be kept out of a game, or why you feel it should be altered in some way for the game to better fit your desires as a player.

We do this all the damn time. Sometimes a DM will do it by making certain creatures inherently evil and corrupt, so that slaying them is always a righteous act rather than a callous case of murder. Or players will make it clear that they feel violence is not the answer to problems by always trying to use Diplomacy or Intimidate before actually drawing their weapons. So if you feel that a certain issue doesn't belong in an RPG, you should feel free to say which issue, and why you feel that way.

But just saying, "Ugh, why is everything so political now?" does nothing but make other people think you haven't been wearing your critical thinking hat this whole time.

Speaking of Messages...


As a brief aside, I wanted to let all you fine folks out there know that I recently put together my first gaming supplement with High Level Games! It's a supplement for Werewolf the Apocalypse titled 100 Get of Fenris Kinfolk. And since we're talking about messages in our games and art, I thought I'd provide everyone a sneak preview of the message I wanted to send with this piece by giving you the description of the first NPC in this list.

Sigurd “Ziggy” Bowers: A towering black man whose roots are just starting to go gray, Zig runs one of the most successful outlaw tattoo parlors in upstate New York. His whole life, Zig was pushed to use his size and strength to its best possible end, making him a fiercely competitive boxer, and a champion weightlifter on the amateur circuit. Mostly retired from competition, he’s been known to throw down when provoked. While he sports a great deal of ink, those who see him in his working vest can’t miss the prominent runes across his chest that read, “Fuck Off Nazi Scum.”

That's all for this week's Moon Pope Monday installment! Hopefully it gave folks plenty of things to talk about.

For more of my work, check out my Vocal and Gamers archives, as well as the YouTube channel Dungeon Keeper Radio! Or, if you're more interested in books like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page instead.

To stay on top of all my latest releases, you can follow me on Facebook, Tumblr, Twitter, and now on Pinterest, too. To help support me consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! If you do that, you'll be able to get in my regular, monthly giveaways as well as knowing you're doing your part to help keep this blog going.

Friday, July 15, 2016

Ethnic Homogeneity in RPGs (Or, Why So Many Burly White Adventurers?)

I've been a tabletop gamer for a little over a decade now. That's a lot longer than some players, and a lot shorter than others. However, I've also gamed with all sorts of groups, and in all kinds of settings. In all that time, there's this weird tendency I've noticed, and that other players I've spoken to have also noticed. It is, in short, a knee-jerk reaction to keeping our game worlds, and the characters within them, in strictly segregated boxes. Like kids who enjoy all the foods on their plate as individual things, but if they touch even a little bit then we freak out and refuse to eat any of it.

Get your rice away from my grits, or I swear to all that is holy I will flip this table.
While we see this in lots of aspects of RPGs, nowhere is it clearer than when someone wants to play an ethnicity that "doesn't belong" in a certain part of the world.

They're People, Not Dishes


I'd like you to try an experiment, the next time you come to your gaming table. Build your character exactly as you normally would, but make that character ethnically different from what's considered standard for the region. Make it clear that you aren't looking to bring aspects of another culture into this region, and that you don't want special access to treasures or skills from the other side of the world. Your character is simply the child (or grandchild) of immigrants, and this is the way he or she happens to look.


Now, if you're part of a relatively open-minded group, you probably won't get any negativity for this decision. Some of your fellow players might even file this idea away for when they play characters of their own in the future. If you are not part of an open-minded group, though, you're likely to catch more flak than a British bomber flying over Berlin. Why do you have to be a special snowflake? Why can't you just be like everyone else, and play someone who looks like they're from here?

It often causes less ruckus at a table if you choose to play a tusked boar-man covered in ritual scars than if you want to be someone who has a different skin tone than the rest of the party.

Every World Has Multiple Cultures


Fantasy worlds have more than one culture, ethnicity, and religion. That's what makes them worlds, and not just nations. Even Middle Earth, which I continuously harp on for being bland, has diverse races of men. From the wild men in the north, to the desert dwellers of the south, there are variations in ethnicity. While no one in the main cast happens to be part of those cultures, or descended from them, that doesn't mean they don't exist.

You see the same kinds of diversity in good RPG settings. Whether you prefer Midgard or Golarion, The Forgotten Realms or The Known World that is the setting for A Song of Ice and Fire, there are all kinds of people, in all shapes, shades, and sizes. Despite their existence in the canon lore, though, it's like we forget that adventurers from all cultures travel all over the world. That they have children, and choose to settle down in places they weren't born. Merchants, caravan guards, diplomats, historians, and even seekers of magical knowledge may find themselves on the other side of the world from where they were whelped, and just decide there isn't anything at home worth going back for.

Especially since most adventurers have had their entire families killed off, anyway.
Unless there is something in your game's lore that specifically says a given nation is sectioned off, and that its people are not found anywhere else in the world, then why would you limit the stories players can tell?

But What If They're Not From Here?


The human mind likes things to be in nice, neat categories it can easily process. It's one reason why, when we have a game set in a given nation or country, and a PC that isn't from that region shows up, our brains glitch. Sort of like how you get used to seeing your teachers in the classroom, and when you see them out in public having ice cream with their kids, you tweak. Because it is a situation that feels wrong, even though you can't explain why.

It's 7:00 in the evening... why isn't she back at my school?
This is why I would suggest that, if the idea of PCs not all being from the same five square miles of ground is a problem, you ask yourself why. Why does it matter how the party got there, as long as the party is there when the adventure begins?

Explaining how a PC got to this place is the responsibility of every player. Some players might go with the ever-popular, "my character lives here," which is the simplest method regardless of your cultural heritage or ethnic appearance. Others, who want to have miles between them and where they began, might have more of a journey involved. Perhaps the fighter did a stint as a caravan guard, and decided he wanted to take a rest from traveling. Now there's this new opportunity on his hands, and he can make a far more lucrative career in this new land. Perhaps the wizard came across a continent to attend the city's arcane university, and now that she has completed her initial study, wants to put that knowledge to the test. The bard is... well... a bard, and this happens to be where he showed up after he left that last town. For undisclosed reasons.

A Closing Note


This post is not to suggest that anyone who has ever disagreed with a character's country of origin or ethnicity is somehow a cross-burning racist. I am not saying players, or DMs, who have problems with these kinds of characters are bigoted. What I am saying is that when we are presented with what, to us, are new ideas, or ideas that change things from our normal comfort zone, we often react by demanding the status quo remain the same. It happens every time a new supplement comes out for a game we like; there is always a group of players who won't allow it at their table, and who claim the rules and flavor as they were shouldn't be changed.

Often, though, once they've had some time to reflect, and actually look at what this new approach could add to their games, they find something they like. Even if they don't feel it's for them, personally, they can see the appeal.

That is the point of this week's Fluff post. Not to accuse anyone of having wrong-bad fun, or to demand that we all change our characters and games right now! I am simply remarking on a trend I've seen, and suggesting that if this is an issue you have encountered, that holding it at arm's length and really looking at it could lead to some new and interesting concepts, and stories.

Lastly, if this is a topic that interests you from a historical perspective as well (or if you're just tired of hearing that people want games to be "reflective of the time period they're emulating"), you should check out Medieval People of Color on Tumblr. It will raise some eyebrows if you thought the Middle Ages was just a bunch of white folks walking around in Europe.

As always, thanks for stopping in to see what I have to say this week. If you'd like to help keep Improved Initiative going, then drop by The Literary Mercenary's Patreon page to toss a little bread in my jar. As little as $1 a month can make a big difference, and it ensures you some sweet swag as well. Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter, too?

Friday, June 17, 2016

Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races

We all know dwarves. They're short, hirsute, and they're known far and wide for their love of ale, their craftsmanship, and their brusque demeanor. But what if, instead of living in a mist-shrouded mountain with a snowswept peak, you had a city of dwarves who'd made their home in a volcano on a tropical island? How would that location change dwarven culture, and the ways in which they demonstrate their inherent racial traits?

Never challenge the Tide Hearts... they'll sweep you under, and drown you.

As a quick for instance, would the dwarven love of wealth, mixed with their inherent toughness and difficulty to move, mean that pearl diving is a specialty among these islanders? Would tattoos be more common than heavy necklaces and bracers because of the heat, allowing dwarves to create fine artistry, and list their achievements proudly on their bodies for all to see? Do these dwarves still fight with heavy steel axes and hammers, or do they prefer to use lighter, more refined weapons like obsidian blades whose edges are equal to any steel weapon? Do they have a martial art that focuses on wrestling in the water, as well as on land? Do they use the banked heat of their volcanic home to forge items found nowhere else in the world?

Most importantly, do these dwarves surf?

Also, while we're on the subject, check out my 5 Tips For Playing Better Dwarves!

Humans Aren't The Only Diverse Species in Fantasy


Too often we fall into what I refer to as "The Tolkien Trap" when it comes to fantasy RPGs. We acknowledge that humans come in a wide range of shapes, styles, colors, and cultures, but no matter where we go the orcs, elves, dwarves, halflings, and gnomes are always the same. The elves are always aloof and dismissive, the dwarves have thick Scottish accents and drink all the time, the halflings are stomachs with feet, and gnomes are random jokesters who don't understand why everyone is always so upset with them.

Now, there's nothing inherently wrong with having archetypes. But we see that human civilizations in different parts of our fictional world have different cultures, attitudes, and traditions... so why wouldn't the non-human races follow suit?

At what point do elves trade in their lutes for heavy metal ballads?
 
The easiest way to run the thought experiment is to do what I did above; take the non-human race out of its traditional element, and plop it down in a different location. How does this race change and adapt to fit this new environment, while still remaining true to the core of what it is (those mechanical bonuses you get for playing a member of this race)?

For example, we usually associate elves with trees. But how would their culture change if we took them out of the forests, and put them in the desert? Would they maintain their grace and stealth, blending in with shifting sand dunes, suddenly appearing and disappearing when it seems there was nowhere for them to go to or come from? Would they still wield bows, and if so, would they be the longbows we're used to, or would they wield shorter bows made from horn and heartwood? Would desert elves allow outsiders to see their faces, or would that act be something reserved only for close friends and family?

Another approach you could take is to shift an important aspect of the race's stereotypical culture, and then look at what ripples that would create. For example, what would be the result of a clan of orcs choosing to follow a god like Erastil, instead of depending on Gorum? While the Lord in Iron represents strength, power, and conquest, how would the values of community, family, and living in balance with nature alter a group, generation after generation? Would these settlements focus more on woodcraft, child-bearing, and living as good neighbors with those around them, using their in-born abilities and strengths to reach out hands of friendship, instead of the swords and spears of war?

Don't Be Afraid To Be Different


While the title of this section seems pretty straightforward, I'd like to include an asterisk. A big, fat asterisk. One which I will give its own name: The Dritzzt Exception.

You should have seen this one coming.
 
As someone who loves the versatility of fantasy as a genre, and who supports players in making characters which buck stereotypes, I do feel a need to point out that the burden is on players when they're trying to go against established canon regarding specific places and trends which already exist in their specific game world.

Let's look at Golarion, for example. If you want to play an orc or haf-orc from Belkzen, you have a pretty bad history to overcome. That nation has been at constant war, it's a savage wasteland, and the most common gods worshiped there are Rovagug, Lamashtu, and Zon Kuthon. The country is, on the whole, chaotic evil. Not only that, but it is the orc hordes of Belkzen who supported the lich lord known as the Whispering Tyrant in his bid to destroy life as we know it. That history does not force a character from Belkzen to be evil. However, players need to look at the context in which their character was raised, and then ask what lessons he took away from that rearing. And in a place where might makes right really is the law of the land, it's important for the player to be able to explain how a character with a lawful good alignment came out of that mess.

On the other hand, Golarion is a wide and varied world. An orc from the deserts of Osirion, the frozen peaks of the Land of The Linnorm Kings, or the depths of the Mwangi Expanse has none of the cultural baggage of the savage hordes of Belkzen. In fact, as has been expressly stated in books like Bastards of Golarion, orcs and half-orcs who fall outside the regions that have warred with Belkzen don't even experience the kind of racism orcs are assumed to be treated with in most fantasy RPGs. Because if there's no history of conflict between a nation and groups of orcs, then why would they be treated with suspicion?

Just some food for thought.

As always, thanks for stopping in to check out this week's Fluff post. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page to become a patron? As little as $1 per month is a big help, but more than that, it gets you some sweet swag as a new patron. Lastly, if you haven't done so already, why not follow me on Facebook, Tumblr, and Twitter?

Monday, May 30, 2016

Dungeons and Dragons Finally Got Its Own Ted Talk!

Ted Talks have captured our imaginations, and convinced us to put our butts in our seats to listen to people talking about better worlds. Whether it's the potential of 3D printing, the changes the Internet has (and will continue to bring) to our lives, or the possibilities created through cultural exchange, Ted Talks get us to stop, and think about the world around us. They also take concepts that aren't quite in the mainstream, and introduce them to the culture at large.

And Ted Talks have finally set its sights on Dungeons and Dragons.


The fellow presenting this Ted Talk, in case you don't recognize him, is Ethan Gilsdorf. He was around when DND first hit the shelves, and he was an avid player in his youth. While he eventually grew up to become an essayist, teacher, critic, and other things as well, he never forgot the lessons he learned from his days as a player, and a dungeon master. And, though he eventually stepped away from the table, like so many of us, he came back as soon as he had the opportunity.

But what is the substance of this Ted Talk? After all, Dungeons and Dragons (and all its descendants) are great fun, but what use do they have in your day to day life?

Do you even game, bruh?
Well, what do you learn from DND? Top of the list, I suppose, is reading comprehension and the ability to do quick math on the fly. You also learn problem solving, since there's always a dozen different ways to approach any given situation, and players who think outside the box tend to come away the winners. Not only that, but roleplaying games teach us to look at character motivations, and to empathize with other people's viewpoints. It even teaches diversity, though that "D" word might as well be "dynamite" if you bring it up too blatantly in some corners of the hobby.

If you're an experienced player, then the Dungeons and Dragons Ted Talk won't shine a new light on things for you. But the next time someone asks, "why do you play that?" make them watch this video. Maybe it will help.

Hopefully you all found this week's Moon Pope Monday update of interest. If you'd like to help me keep bringing great content about all our favorite games straight to you, why not stop by The Literary Mercenary's Patreon page to toss a little bread in my jar? As little as $1 a month makes a big difference, and get you some free swag to boot! Lastly, if you haven't done so already, why not follow me on Facebook, Tumblr, and Twitter?

Monday, March 14, 2016

Calm Down, No One is Taking Your Games Away

I've been running this blog for a few years now, and I've been fortunate to attract a much bigger audience than I ever thought I'd manage. Also, because keeping my readers happy is something I like to do, I pay attention to the comments and feedback my posts generate. Especially the ones that end up with a lot of views, and which generate a lot of attention. Because while I love gaming, I also have bills to pay. There is something I've noticed, though, and I'd like to address it here. Something that I would like everyone who sees this to read, internalize, and remember the next time I say or publish something you disagree with as a player or a DM.

Now listen very, very carefully.
I am a yutz on the Internet with a blog and an opinion. I have no power over you.

So do your best Fonzie impersonation, and chill the hell out.

No One's Taking Your Games Away... Least of All Me


One of the most common negative comments left on my posts goes something like, "it's SJWs/overthinkers/politically correct/negative adjective people like you who are ruining gaming. Shut up, and stop trying to take away my fun."

Now, those kinds of comments are usually left on controversial posts like Sexuality Matters in Roleplaying Games (And Here's Why), or The 5 RPG Characters We Should All Stop Playing, but sometimes they're left on more innocuous posts. Posts which are expressly suggestions for how you could play a class, or which offer alternatives to the traditional views we've had of certain fantasy RPG mainstays. Posts which aren't telling anyone to do anything, but simply pointing out that there is often more than one way to do something, especially if you think outside the beginner box.

Like how I can rock 9 samurai levels like it ain't no thing.
Here's the truth of the matter, ladies and gentlemen; nothing I say has any authority behind it. I am not the lead designer or creator on any of the games I talk about, and I don't have the ability to force anyone to play any RPG in a certain way. I am simply writing my thoughts on gaming down on this blog, and hoping that other players and DMs find them helpful.

If you find what I have to say really helpful, then take it and run with it! If you don't find it useful, then that's fine, too. If you feel compelled to have a discussion over an article I've written, or you want to express your own opinion to me, that's what I have a contact button for. But if your breast swells with outrage, and you think that proclaiming I'm "wrong" because that's not how you do it at your table will have an effect, then please stop.

You're only making me more powerful.

The Irony of Outrage


I'm guessing most of my regular readers don't read my sister blog, The Literary Mercenary. If you have and you've already seen the post How to Make Money as a Writer (By Embracing Your Inner Troll), then you've already learned the lesson I'm about to lay out. If you haven't, and didn't click-through to get the full explanation, here's the cliff notes version of why slinging your outrage into the comments section (especially on social media) is a terrible idea.

If you want to hurt, not help, my numbers, anyway.
Here's how the process of being a blogger works. I write a blog post, edit it, and then publish it. The next day I post it up in the forums and social media pages which have proved receptive to my work in the past. People who approve of the posts will like them, share them, and leave comments on them. That last one is important, because whenever there are new comments on the Paizo forums, or on a Facebook group, my post is pushed up to the top of the order. That means more people are going to see it, and the views it gets go up. In fact, social media sites like FB will also inform the commenter's friends, which will give them a chance to see what it is that caught Ralph's attention.

Now, if you see something you don't like, the best way to make sure it doesn't get any bigger is to walk on by and ignore it. Sort of like Freddy Krueger, content creators lose their power when no one knows who they are. If, on the other hand, your first reaction is to immediately post a whole bunch of comments about how the poster is just out to steal your fun, and they're playing the game wrong, and they're pushing politics into your storytelling circles, all you're doing is making that post more visible. If you add to the mess by sharing the link on your own page, possibly with the message of, "it's assholes like this that are what's wrong with gaming," then all you've done is increased the number of people who've seen the post. And the more page views the post gets, the more money the creator gets, and the more people know about that person's blog.

It is in my best interests to court outrage at every turn, because it's good for my pocket book. But I think it would be better for us, as a community, to step back, take a breath, and ask why we feel the need to lash out when someone suggests we could play differently? Not that we have to play differently, but that we can if we want to.

As always, thanks for stopping in to see what I have to say on my Monday updates. If you'd like to help support Improved Initiative, then why not go to The Literary Mercenary's Patreon page to become a patron today? All it takes is $1 a month to help me keep the content flowing. Also, if you haven't already, follow me on Facebook, Tumblr, and Twitter to stay up-to-date on my latest creations.

Friday, October 23, 2015

Sexuality Matters in Roleplaying Games (And Here's Why)

Anyone who's played Pathfinder, or the 5th edition of Dungeons and Dragons, has likely noticed the effort both Paizo and Wizards of the Coast have put in to attract a more diverse audience to their games. Pathfinder's adventures involve NPCs of various genders and sexualities, and Dungeons and Dragons opened with language that made it clear that the game world doesn't necessarily resemble the world we live in when it comes to sexual and romantic norms. Both of these were covered in greater detail over at Mighty Meep, for those who want to know more.

The companies' decisions to use more inclusive language, and to present a wider diversity in their game worlds, was met with a positive reception from many players. Some players had a significantly more negative response to the language, and the conversations they sparked. Those who didn't want to hear any more about it, or who simply didn't want to deal with an expanded spectrum of sexual orientation, asked a very loud question to which they didn't actually want an answer.

WHY DOES ANY OF THIS MATTER!?
The question "Why does any of this matter?" or "Why do we care?" is an attempt to silence discussion by implying that the issue of sexuality either doesn't matter, or is inappropriate for roleplaying games. You know, the games that have succubi in them.

So, let's dig a little deeper, shall we?

Sex and Sexuality Have Always Been Part of RPGs


Before we go any further, let's dispel the myth that RPGs were clean, wholesome things that had no sexual aspects to them in the past. As far back as the first edition of Dungeons and Dragons there was a chart for what kind of prostitutes players encountered. There are entire encounters which hinge on the strategy of sexual temptation, from female bandits in the forest, to vampires that press themselves against you before sinking their fangs into your neck. Sure, we can have a chicken or the egg discussion about whether it's the game or the mythology it draws on, but the point is that there have always been aspects of sex and sexuality in RPGs.

If there weren't, then the joke about how the bard sleeps with everything would never have become a stereotype.

Representation, and Identification With Your Character


Representation and identification are two, big issues when it comes to RPGs. On the one hand, we want to play people who are very different from who we are so we can escape into the fantasy. At the same time, though, we want to be able to identify with these characters in some way. So, while the greatsword wielding barbarian may be literally twice the player's size, maybe he shares the player's ethnicity. Alternatively, maybe the character and the player grew up in similar places (rural, urban, etc.), or have similar family structures. Maybe they share certain religious convictions, or philosophical beliefs (the strong protect the weak, for example).

In many cases the low-hanging fruit is that the character and the player have the same sexual preferences.

Whatever those may be.
If a player is heterosexual, then there's not likely going to be an issue. That sort of sexuality is built into most games, even if it never shows up on screen, so to speak. But imagine if you had a player at the table who was gay. Will they receive a similar experience?

Let's create a situation for comparison. Say that Dave joins your game, and he brings a cleric. We're all forward-thinking, inclusive players, so we accept that Dave, as a person, likes men. Dave likes to game, and he runs a good cleric. But we make it very clear that gay characters are not allowed in this game world, and when they do show up they face extreme prejudice. So, while John's bard can leave a trail of illegitimate pregnancies from one town to the next without any trouble, if Dave's cleric looks too longingly at the bartender, it might result in him having to roll initiative.

Sounds like things are a little out of whack, doesn't it? Flip that scenario on its head, and ask yourself if heterosexual players were told that heterosexual characters would be mistreated and punished in the game world, while homosexual characters would be accepted as average. Would we be quick to answer any player displeasure by telling them to just deal with the way the world is?

The scenario doesn't have to be that blatant, either. It could simply be that, no matter what Dave's character does to find NPC companionship (perhaps because he wants to create actual ties to the community, and possibly gain a cohort who also happens to be his lover), the DM just refuses to allow him to succeed. In this case no one is saying Dave's character can't be gay, but there is a not-so-subtle message that he'll be the only gay male character in the entire world.

That's more than a little alienating, since the implication is that heterosexuality is fine, and can easily be met with character development and/or off-screen love affairs, but homosexuality will receive no such attention.

I Don't Want Sex In My Game At ALL, Though!


Here's something that often gets overlooked in this discussion. Sex and sexuality are two different things.

Though I can see how you might confuse the two.
Saying that sex is inappropriate for your game, for whatever reason, is fine. Perhaps you feel it cheapens the story, or it simply makes other players uncomfortable. That's something every table will have to work out for itself regarding what it wants out of a game. Sexuality isn't sex, though. Sexuality is someone's preferences, and what that person is attracted to.

Those things matter in order to flesh the character out more fully.

There's the aspect of character identification and representation that we already covered. Beyond that, though, a character's sexuality is an important part of who they are, and how they came to be where they are now. Sexuality, and the character's feelings about sexuality, comes as a result of life events and experience, and it may play into character motivations and life goals, in addition to just informing part of the character's personality.

As an example, let's say someone is playing a cleric of a god or goddess of love. Were they allowed to explore their own personal tastes in a secure environment in order to bring them a greater understanding of attraction and relationships? Would that sort of faith lead to someone who is empathetic toward the plight of others, and who is tolerant of the needs different people have? Alternatively, say you're playing a transmuter. As the wizard grows in power, ideas like race, and even gender, may cease to have meaning. When you can change yourself into so many different things, what does that do to your perception of sexuality and desire? Does the wizard, for example, find certain forms to be more pleasurable than others? Or does the transmuter cease to see someone's body, since all bodies can be altered, and learn to form connections with deeper aspects of who people truly are?

Does the tribal hunter want to prove his strength so he can be deemed a fit match for the shaman's daughter? Will the knight attempt to win honors in order to seem a more appealing prospect as a husband? Do the rogue and the paladin become friends, and then lovers, traveling and adventuring together in order to keep the other safe? These are just a few possible ways that a character's sexuality can mix into their goals and motivations.

A character may also be someone who is asexual, focusing on non-sexual relationships exclusively. Characters may also be pansexual, and could be attracted to a wide variety of genders, as well as races in a fantasy setting. In short, by ignoring a character's sexuality you are ignoring a huge part of who they are, and how they developed. Even if those aspects never show up in the game itself, they may affect what kinds of decisions PCs make, and how they act. Sexuality, gender, physical appearance, these are all things that have no spot on the character sheet, but they can be a serious difference between a unique, interesting character, and one that is completely forgettable.

It could also lead to plot complications when the ninja decides she's going to seduce the baron, only to find that his preferences tend to run more toward bearded, broad-shouldered knights.

EDIT: A point was brought up during discussion of this topic that sex and sexuality affects more than just one player's character. In a very real sense, it touches all aspects of a society, and the culture that helps shape people's attitudes about what is desirable, and what is allowed. Different cultures have different mating rituals, and different ways that desire is expressed. Some societies may assign the role of stoic resistor to one party while the other pursues, whereas others may have formalized rules of courtship. Some may have certain vows or promises that must be made, or gifts that must be exchanged. Some societies place a high value on a single pairing, whereas others will have more complicated rules for polyamorous relationships. Even if a character isn't actively pursuing sex, or looking to form sexual relationships, their perspectives of "normal" will be influenced by these cultural norms, and what they experienced growing up before becoming adventurers.

Thanks for reading to the end of this entry. I know it's a tough one, but next week I'll have something a little more light-hearted to make up for it. If you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter. If you want to help support me and my blog, then drop by my Patreon page to toss a little bread in my jar. If you become a patron before the end of November, there's even a free book in it for you!

Monday, February 23, 2015

VICE Investigates Dungeons and Dragons' History of Ingrained Sexual Harassment

It's one of the horror stories we tell around our gaming campfires. We know a guy who once played in a game where the DM made the story revolve around the sole female player having sex with one of his NPCs. Often several times. In some of the worse stories we hear all about how that lone female PC gets raped for no purpose other than to appease the DM's need for vicarious thrills. We all shudder and clutch our Mountain Dew tightly, and we wonder how something like that could ever happen in the past time we all know and love so much.

Well according to VICE Dungeons and Dragons has a long and ingrained history of misogyny.

Such shock. Much surprise.
According to VICE's investigation that the boy's club environment of tabletop RPGs is no accident. Gygax, the creator of Dungeons and Dragons who passed away several years ago was on the record as saying that male and female brains were simply different, which is why games meant to involve women had been failures. These attitudes permeated the game's creation as well as the early culture surrounding Dungeons and Dragons, which might explain why less than 3% of gamers were female at the game's outset.

Dungeons and Dragons, like all games, has evolved and changed since its creation though. With more women (and minorities, and people who aren't straight, white dudes) playing the game than ever before issues that were once given a pass are becoming a battleground between those who see nothing wrong, and those who want attitudes to change. I covered some of this in my last flavor post Why We All Need Diversity in Gaming (And How You Can Start).

Will rapey DM's and objectified female players one day be looked on as relics of the past? Things like slave collars, Jim Crowe laws, and bell bottoms that we can't explain, and that we really wish we could have avoided? Here's hoping!


If you'd like to help support Improved Initiative then stop by The Literary Mercenary's Patreon page and become a patron today! $1 a month can go a long way toward getting even more content than you do now. Also if you want to make sure you keep up on all of my updates then make sure you're following me on Facebook and Tumblr as well!

Friday, February 20, 2015

Why We All Need Diversity In Gaming (And How You Can Start)

For those who don't know I spent Valentine's Day weekend at Capricon in Chicago. I was selling books, doing readings, sitting on panels, shaking hands, and meeting new people. I met a lot of great folks like Mark Oshiro (whose blog Mark Reads Stuff I mentioned earlier this week), but I was also privileged to make the acquaintance of Tanya DePass. For those of you who don't recognize that name Tanya is responsible for the creation of the hashtag #INeedDiverseGames (and you can find her on Tumblr at Why I Need Diverse Games and on Twitter @cypheroftyr). A vocal critic of the lack of diversity in video games she and the rest of my fellow panelists made a lot of solid points about the media we see and how it influences the stories we tell.

I'm not ashamed to say I felt a little uncomfortable. Not because I was a white guy on a panel about diversity (I knew what I was getting into when I volunteered), but because the conversation was largely centered around video games. With all of the time, money, and sheer code that goes into developing a video game it can add more than a few 0's to the end of a project if you want to offer more character skins, more plotlines, more NPCs, etc. In a tabletop game all it takes is your DM to decide to include a more diverse cast.

So why don't we do more of that?

What Are You Talking About?


What I'm talking about is how companies like Paizo will put in a huge amount of time and effort to craft flavor for games that addresses issues of diversity. If you flip through the books you'll see female characters in real armor instead of chainmail lingerie, you'll see characters of varying ethnicities, and you'll find reams of information about cultures, religions, societal norms, and history. You'll even find transgender characters and gay characters, issues players often bring to the table but that designers and developers don't often take initiative on.

Despite that though a lot of tables have the color and gender spectrum of your average rugby scrum.

Presented without comment.
There are all sorts of reasons we could point out for this. One is that J.R.R. Tolkien is seen as the godfather of high fantasy, and since his books are full of white men that's become the default in many players' minds of what an adventuring party should have. Another justification is that most geeks are white men (they're not, but it's a common perspective), and so that's what they play. They want to have characters they can identify with, and whose stories they can get invested in.

Let's try an experiment though. Play a character outside your comfort zone and see what it does to your gaming experience.

The Time I Played A Different Kind of Barbarian


To help make my point I'm going to tell you a story about my own experience with stepping outside my comfort zone at a gaming table. It isn't pretty, so you might want to brace yourself.

Several years ago a friend of mine was running a sword and sorcery style game using DND 3.5 rules. I decided I wanted to play a barbarian, but I wanted to do something different from the broadsword-wielding Conan knockoff or the greatax-bearing Viking. Then out of nowhere I wondered why it was barbarians were always huge, Germanic characters with flaxen hair and blue eyes... why couldn't they come from another culture entirely?

This was sort of what I had in mind.
I'd like to say that I got out an encyclopedia and did some research on African tribal customs. I'd like to tell you that I researched specific religious beliefs and that I progressed into this concept fully aware I was a white guy planning on putting my voice into an African character. Sadly, that isn't what I did. Maybe it was because I was at a table with a bunch of other white people and I knew no on would call me on things I got wrong. Maybe it was because I was lazy, or because it was just a game and who was going to know or care? Whatever reason it was I began this game with a character that, while there was a good deal of thought put into him, had more than a few stereotypes in his makeup. Some of the dick jokes in particular stand out in my memory.

Something happened the more I played Motumba though (yes, that was the name I gave him). What was a character skin sewn together from what little knowledge I had of tribal culture and totemic religions began to grow organically. The character showed me a different set of cultural norms, and even in my head patiently explained who he really was and what he was doing. He had been a hunter with several wives and many children in his tribe. He'd been set upon by slavers (since we opened with the party being dragged to the auction block), and his goal was to return home to them. I learned that his ritual scarifications had a deeper meaning to him, and that despite his mediocre common he spoke a dozen other languages fluently. I learned he had tolerance for changing ignorance, but none for stupidity. In short the more I stepped into this character's skin the less he became a joke and the more he became someone whose story I was invested in.

What It Made Me See


I had not started that game with the intent of exploring diversity at my gaming table, but the result was that I got tuned in to a frequency I hadn't noticed before. I looked back at the origin of the character and winced at the parody he'd begun as, even though Motumba had grown and matured into a concept I was actually rather proud of. I also realized that there are a lot of gamers who make similar mistakes. Guys who play female characters that look and act like sex objects is a good start. Gamers who think it's funny to make a character flamboyantly gay are another. While it doesn't happen as often today (I hope) tabletop gamers have an unfortunate habit of playing caricatures instead of characters.

But I think that we should put more effort into being less Tolkien.

And what does that mean?
It means that you should stop tromping through the woods every now and again to explore the deserts and jungles of the world. It means we should try playing characters who don't share our political leanings, our religions, our ethnicities, our sexual orientations, or our genders every now and again. By branching out and attempting to see another perspective you will invariably have unique experiences you never would have had with characters you were more comfortable with. Not only that, but you'll be able to see your own actions from a different perspective, which can have a major effect on how you treat other gamers specifically, and people in general.

Reading increases empathy (Scientific American says so), and creating your own stories with a wider array of characters can have very similar effects.


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