Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Monday, September 21, 2020

To Avoid Racial Monoliths in World Building You Need To Think Small

One of the big issues that we run into in our games is the idea of a racial monolith. The short version of this is that, most of the time, humans are going to get a wide variety of cultures and languages, ethnicities and religions... and then the non-human races are just treated as variations on a theme. We've all seen it. The orcs are just low-brow cockneys (if you're a Warhammer 40k fan), or else they universally use a kind of Hulk-speak when they communicate. The elves are all like something out of Tolkien, with the same ethereal voice and aloof bearing. The dwarves are all thickly bearded and Scottish, no matter what part of the world they're actually from.

And so on, and so forth.

Beings of light and love? You must have me confused with the Eladurin, friend.

While I talked about this back in Tear Down The Monoliths (No Race, Religion, Etc. Is Universal) over on The Literary Mercenary, and it's one of main tips I give for playing unique, interesting non-human characters in my ongoing 5 Tips series, I figured this week I'd make a recommendation that gets to the root of the problem.

If you're running a game, and you want to avoid the problem of racial monoliths (or really monoliths of any variety), then you need to start thinking small.
 
Also, if you haven't checked out Ancestry & Culture: An Alternative to Race in 5E, then you're going to want to give it a look. It's gone Mithril at time of writing, and is worth the flip through for those interested in this topic. Lastly, if you want to make sure you don't miss any future updates from yours truly, consider signing up for my newsletter, either at this link or on the form at the bottom of the page.

What Is This Community Like?


The problem comes about when we try to make broad, sweeping statements about the entirety of a race, an ethnicity, a culture, a country, or a faith. The broader a view you take, the more universal your statements are going to get, and the bigger a problem you're going to run into.

So take a moment and scrub your brain of anything beyond the physical characteristics/bonuses of a particular fantasy race. Dwarves still get a Constitution bump, elves still live for centuries, and orc physiology still grants them the ferocity ability. But all that other stuff we usually think of? From the idea of racial languages, to universal faiths, to cultural touch stones... chuck it in the bin, and don't look back.

Trust me, it's better this way.

Once you've dumped all of that baggage, take a look at a community of these creatures, and ask what they, specifically, are like.

For example, do you have a clan of mountain dwarves who've made their home in a chain of volcanic islands in the southern seas, like I mentioned in Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races? Do they still have a caste system, or are they more of a family hierarchy? Is there a communal understanding among the island chain, or do they draw up specific agreements? Are they heavily tattooed because it's impractical to wear badges of offices and medals of accomplishment in the heat and the wet?

You can do this with any group of fantasy creatures. Do the elves of the eastern prairie country have a tribal structure? Is it matriarchal, perhaps? Do they travel in time with the moving of the seasons, coming and going through long familiarity as if by magic? Do they refuse to wear shoes, staying in contact with the earth without barriers? Do they not have a concept of personal property, merely taking from the whole as is needed for the tasks they are set to accomplish?

Are your gnomes in a particular area highly charged with magic, because they live on top of a ley line and their fey blood is sensitive to it? Are the orcs who live at the foot of the black mountain polyamorous, creating layers of complexity for tracking who holds what rank in their power structure? Do the halflings in the valley have an entire wine culture, because grapes just grow better than barley and hops, and that's what they're known for?

Bring It Down To The Local Level


The smaller you think of your communities, the easier it is to avoid big missteps. Avoiding racial languages and focusing on unique local dialects, for instance, can do a lot to make parts of your map feel organic. Asking how a particular faith plays out in a certain community, what it values, and what its unique history is can let you paint a more unique picture as well.

Then, once you have the small picture painted, you can move up to the bigger, grander image. What is the region like? In what ways is this community typical, in what ways isn't it? As you move up the chain, you can construct a nation out of these smaller, more varied bricks that let you make a varied, vibrant culture.

Most importantly, it stops you from saying, "Well your character is X, so they Y and Z." It lets you take a step back, look at the culture they grew up in, what parts of the world they've been to, and what they've seen and done to get a more nuanced take.

It's a lot of extra work, no doubt... but it's totally worth it.

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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Sunday, November 19, 2017

De-Coupling The Idea of Race And Nation in RPGs

There is a particular trope in science fiction and fantasy that shows up a lot at our gaming tables. Chances are you've seen it, especially if you're a fan of a Tolkien-style setup. The way this trope works is that a particular culture (typically a non-human one, but human neighbors are not immune from this trope) is set up as having a particular thing that's noteworthy about them. You know, like how all Klingons (space orcs) are heavy metal tribal warriors, and how Vulcans (space elves) are aloof, logical, and tend to be generally better than humans at everything.

You know, like how ALL noblemen are inherently better than commoners.
Whatever the thing this race/culture/etc. is good at is referred to as their hat. It is immediately recognizable, completely unique, and every member of that population has it. And it's just fine for a generalized shorthand... but it sort of falls apart once you start interacting with people on an individual basis.

Things Get Better Once You Take Off The Hats


Fantasy games, especially games like Pathfinder, are loaded with hats. Having elven and orc as languages is a primary example. While we can largely blame Tolkien for it, the idea that all members of a given race inherently speak one language (except humans, of course, because humans are all different) is kind of ridiculous. Ditto the racial proficiency benefits that allow gnomes or dwarves to just naturally be good with certain weapons. Even if they come from parts of the world where those weapons would be improbable, unwieldy, or just not as useful. The biggest offenders, though, are when characters treat their race as the equivalent of a nation. Like there is only ever one culture, and one norm, and every member of that race you encounter will be aware of that culture, and those norms.

Here, I'll let Trope Talks explain the ins and outs of this one.


Got it? Lovely!

So how do you take off your character's hat? Or the NPCs' hats, if you're the DM? Well, the easiest way is to de-couple the idea of race from the idea of nation, and to introduce nuance and variety.

Adding Depth Always Helps


I hit on some of this a while back over on The Literary Mercenary with my post Tear Down The Monoliths, but that was meant more for writing than for gaming. So how do you introduce more depth and nuance into an RPG setting in order to avoid the idea that (except for PCs and the occasional important NPC) all members of a race, culture, etc. are more or less the same?

Well, the first thing you should do is de-couple the idea of race (the people) with the idea of nation (a physical location with specific borders). If you ever have an entire country that's made up strictly of only one kind of creature (the reclusive elven kingdom, the swarming orc horde, etc.) ask why? Because a small group of creatures, say a mostly nomadic tribe or even a small town, could easily remain homogeneous. Especially if they're self-sufficient, and have minimal interaction with outsiders. But in order to grow, they'll require a lot of resources. That typically means there will be trade, diplomatic relations with their neighbors (including war), and it means that people will want to come to be a part of what's being created. So the bigger a nation is, and the more land it brings together, the smaller the chances are of it being completely (or even mostly) homogeneous.

That is not to say that creatures from a given area don't share a culture. They absolutely do, even if as individuals they don't share all the same values, desires, goals, etc. But that area should influence who a character is in order to avoid playing into the excuse of the hat. For instance, you're playing a elf from Hardhome, so of course you're good with a longbow. So are many other folks there; archery is the nation's official national past time. So you're a dwarf who favors a hammer, eh? Well, yeah. When you were part of the Hilltop Guardians, you were a breacher. It was your job to batter down the door so your teammates could rush into the gap and capture criminals.

In short, make what you do about how you were raised, and where you're from, instead of using the excuse, "Well, I'm an X, so I'm just naturally good with a Y."

Another good step to take is to come up with alternatives to racial languages. It's more work on the DM's behalf, but try breaking them up into different dialects across the world. Yes, the Granite Kings popularized the characters and style of the Horrang language (snidely referred to by some as high-dwarven), but as the empire branched out, and citizens went to other parts of the world, it broke off and changed. Used mainly among scholars, and certain isolated pockets of the region, the language isn't dead, but it is rarely used in the everyday anymore. Make it clear that languages for other races are the same as for humans; they grow, they change, and they spread, becoming more or less common depending on trade, prominence of the home nation, the spread of its people, etc., etc.

This has the side benefit that skills like Linguistics, and magic like Comprehend Languages, become even more useful for those who invest in them.

Lastly, take the time to show players that given races and cultures aren't monoliths in your setting. Show NPCs as individuals, who may adhere to some of these sweeping generalizations, but not to others. Have a gnome who is calm, and difficult to excite, but who can fixate on objects of curiosity with an intensity that marks him as a genius in any field he chooses to enter. Give us a half-orc who uses his inherited strength and toughness to become a champion athlete, and who speaks out about non-violent solutions to the problems the world faces. Give us an elf who's damaged and volatile, who's seen hundreds of companions die of wounds and age, and whose unsurpassed skill on the battlefield is just as much a curse as a blessing as he forgets there is a way to live without a sword in his hand.

If It Ain't Broke, Don't Fix It


This is, of course, assuming that having a nation or planet of hats is an issue you've had at your table. Some games work perfectly well when they lean on this trope. Especially if it's a way to make an entire group of creatures irredeemable, so no one raises the issue of whether it's morally acceptable to slaughter the bad guys wholesale. However, if you like the idea of mixing up the formula, and jettisoning hats that, while functional, can make parts of the game world feel stilted and shallow, it's often a good idea to follow that impulse.

That's all for this week's Fluff post. If you're in the market for even more gaming content from yours truly, why not check out my Gamers archive, or head over to Dungeon Keeper Radio to check out some of the episodes I have the privilege to be part of? If you want to stay up-to-date on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support Improved Initiative, head over to The Literary Mercenary's Patreon page to become a patron. $1 a month makes a big difference, and gets you some sweet gaming swag as a thank you!

Monday, February 13, 2017

No, That Class Isn't "Broken" (You're Just Throwing The Wrong Challenge At Them)

If you scroll through any online RPG group, I guarantee you will come across a thread where someone is complaining about how a certain class, or feat, or ability is so broken. Whether it's the summoner, Vital Strike feats, or just the existence of firearms, there is always someone complaining about how this or that rule, class ability, or feature, breaks the game.

However, 9 times out of 10, this simply isn't true. It's just someone whinging about something they don't like, or which they don't understand.

Goddammit Jeff! I knew I shouldn't have let you bring a shotgun!

It Isn't Broken (You're Facing The Wrong Challenge)


I'd like to share a story with you. I once had a DM who felt he had to throw enemies at us which were at least 5-7 CR above what our party was supposed to face. This became a problem after a while, and I pulled him aside to ask him why he felt the need to jack up the CR so high. We weren't a terribly cracked-out group, with at least a few folks at the table playing straightforward, in-the-box PCs. The DM demanded what I thought he should do, because the paladin and the cleric kept shredding everything he threw at us with minimal effort and resource expenditure.

I asked him if he'd contemplated using enemies besides devils, demons, and undead. You know, things that smite and good-aligned spells wouldn't totally destroy in short order. Lawful neutral mercenaries, perhaps? Maybe a chaotic wizard? Maybe a ranger who fought with animals and traps instead of standing in the middle of an open field where we could take all the pot shots we wanted at him?

That... actually never occurred to me.
The point of this story is that every class, and every ability, is going to have a situation it's considered powerful in. It will also have a situation it isn't suited for. If you only ever see that class, or ability, in an environment where it's powerful, it may look too strong. However, the fault is not with the mechanic; it lies with the DM, who always creates situations which play right into the character's strengths.

As an example, let's take the gunslinger. The class has gotten a lot of heat for being "broken" because it gives a martial class a touch attack. However, it takes several feats, and a lot of class abilities, for guns to be really deadly past low levels. And if you want to get more than one shot per gun, you need to spend colossal amounts of resources on more advanced, or enchanted, firearms. This means those resources aren't going to armor, wondrous items, or other items that could effect the game.

However, gunslingers operate under the same restrictions any other ranged class does. If you had an archer who was turning every encounter into a pincushion, what would you do? Well, the obvious solution is that you give your bad guys cover. Fight in a forest full of trees, use ruins and boulders, or have them carry tower shields. If you really want to be a dick, give your enemies Deflect Arrows, which the book states also applies to bullets. You might also grant the enemies concealment using mist, darkness, or even magical effects like blur or displacement. Now what was a Gatling gun that destroyed encounters will have a tough time actually pinning down a target before pulling the trigger.

No matter what you're dealing with, there's a countermeasure for it. The rogue keeps ambushing targets, create some enemies who can't be caught flat-footed; or worse, can't be flanked for sneak attack purposes. Knockout poison keeps bringing down your bad guys? Give them an antivenom to increase their saves by +5. Your wizard keeps buffing the party? Bring out your spellcaster who specializes in debuffs, along with his bodyguard. Your party moves around the battlefield freely to strike wherever they want? Fight them in a location that has traps in it.

Everything has a countermeasure, and that countermeasure isn't necessarily to just declare "this power doesn't work anymore" with things like absurdly high DR, energy immunity, anti-magic fields, etc.

This Applies to More Than Just Combat


Most of the time when someone claims an ability is broken, they're referring to combat capabilities. Especially since, like it or not, there's always someone who wants to solve a problem with an elbow drop. But what about all those non-combat abilities people complain about? You know, like that one guy with a Perception score so high it's impossible for him to miss the DC, or that other player who has increased their Bluff and Diplomacy to insane levels?

So, let me learn you a thing about skills.
Funny thing, despite how often we make skill checks, most of us don't actually read the fine print. For example, did you know that if someone is falling past you that you can catch them with a successful touch attack, followed by a successful Climb check? Or that, if your Perception check is high enough, that you can identify a potion simply by tasting a drop of it? Well, those are both in the description of those skills.

Something else a lot of players and DMs both overlook is that there are explicit statements for what skills can and can't do. For example, Diplomacy can only move someone two steps along the track, meaning you could make a neutral person friendly, but a hostile person could only be brought to neutral. Not only that, but you can only make that check once every 24 hours. Lastly, "friendly" doesn't mean "will do whatever you say." Even if you're best buddies with the palace guard, he's not going to sneak you into the queen's bedchamber.

As another example, Bluff has modifiers for increasingly unlikely tales, and the skill expressly says you cannot use it to make someone believe something which is obviously false. Such as that their pants are on fire, their gold is actually copper, or the sky is bright green when it is, in fact, both blue and visible. And Perception, often lamented by DMs for how easy it is to increase to an obscene level, has a gigantic chart of negatives. Environmental penalties, light penalties, increases for distance, for distractions, and for a dozen other factors. So while it's possible to hear a sniper drawing a bowstring while standing in the middle of a crowded party, only someone who has focused on that particular skill to the exclusion of nearly anything else will be able to operate on that level.

The Game Has Been Rigorously Tested


If you've bought a copy of Dungeons and Dragons, or Pathfinder, or Vampire, or even Spycraft, a lot of testing went into those games to make sure they functioned. Their engines were tweaked, and then tweaked again every time a beta tester found a way to exploit bad word choice, or to stack abilities that shouldn't function together. They are not perfect by any stretch of the imagination, but chances are good that if there was a way to actually break the game, someone found it, and fixed it, long before your table got their hands on it.

So, before you decry that X, Y, or Z aspect of your game is broken, follow these simple guidelines. First, actually read the book to be sure the abilities function the way a player says they do. Second, ask what the situational requirements are for an ability to actually go off (melee specialists are no good at ranged, favored enemy restricts when the bonuses work, certain fighting styles require multiple enemies in order to go off, etc.), and how commonly those things happen. Third, ask what the weakness is. Because everything, without fail, has a weakness.

That's all for this week's Moon Pope Monday post. Hopefully it's helped some people see the bigger picture the next time they ask whether or not a given ability is, in fact, broken. If you'd like to support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page? For as little as $1 a month you get some sweet swag, as well as my everlasting gratitude. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, then why not start today?

Friday, December 9, 2016

Ethnicity and "Half-Breeds" in Fantasy RPGs

Anyone who's ever played a fantasy RPG is familiar with the idea of half-breed races. Half-orcs, for example, tend to lack the sheer ferocity of their full orc parents, but they tend to be smarter, and more cunning. Half-elves are not as long-lived as full elves, but they temper wisdom and enthusiasm in a way that alloys their human and elven heritages. There are also tieflings and aasimar, who reflect infernal and celestial heritages, as well as more unusual examples like dhampir and half-ogres.

The first question most people ask is why are there so few "half-breed" races to pick from? Are there no partial gnomes? Is there a half-halfing option? Has a dwarf never managed to have a child with an orc?

Don't let the charisma negative fool you, I'd hit that... with my ax!
The simple answer, which you find in books like Bastards of Golarion, is that certain races simply don't produce offspring. And, in other cases, the children may inherit features of both parents, but will only have the benefits and racial abilities of one template. So, for example, it's perfectly possible to have a child whose parents are an orc and an elf... but you can't get the benefits of both races. You need to pick which one is more dominant.

And maybe take the feat Racial Heritage to give you access to abilities usually reserved for the other side of your lineage.

The question I'd like to ask is why all our half-orcs, half-elves, and other characters with unusual heritage all tend to look the same?

There's More To The World Than Fantasy England


I harped on this in Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races, as well as in the post Ethnic Homogeneity in RPGs (Or, Why So Many Burly, White Adventurers?), but there's a tendency for us, as players and DMs alike, to default to the same half-dozen acres of English countryside that's carved out of J.R.R. Tolkien's back garden. Even if the setting we're playing in is diverse in terms of races, ethnicity, cultures, and traditions, it's like Lord of The Rings is a comfort zone we just can't step out of for too long.

Thanks, Tolkien!
So, the question I think we should all ask ourselves the next time we put together a PC with only a partially human heritage is to ask who their human parent was. Where did they come from? What features did they inherit from their human mother or father? Most importantly, Who Raised Your Character, and How Did That Shape Them?

There's a whole layer of character development here that we often ignore. Take the map of Golarion, the base world for Pathfinder (it's the one I know best, so it's the one I tend to default to for examples). Say you want to play an aasimar, and you decide that his lineage comes from both the Mwangi Expanse, as well as from the celestial realm. So you end up with a tall, handsome black man, with eyes of silver, a halo of light, and wings inherited from the supernal planes.

There are all kinds of examples you could pursue with this idea. What would a half-elf born to the Shoan-Ti, and raised in their burning deserts and arid wastes, look like? How would a half-orc born from a union where one parent had Tian heritage appear? What would a dhampir reared in the Land of The Linnorm Kings look like? Or a tiefling from the top of the world, born to the Mammoth Lords?

It also bears repeating that, just because a character shows a certain ethnicity, that's no reason to declare they must be from a certain place. Between traveling merchants, wandering adventurers, wars, and the slave trade (all common elements in most fantasy RPGs), it's usually possible to find all kinds of heritages in places that aren't their "homelands". Which is just one more element you have to consider. If you're the child of immigrants, even if your parents, and their parents, were born in your home country, how were you treated? And what are the attitudes toward your non-human heritage in that part of the world?

Just some food for thought!

Thanks for checking out this week's Fluff topic. Hopefully it got your wheels turning, and made at least a few folks want to step away from playing regular humans for a while. If you'd like to help keep Improved Initiative going, stop by The Literary Mercenary's Patreon page to toss a little bread in my jar. As little as $1 a month keeps the wolves from the door, and gets you some sweet swag, too! In fact, if you become a patron before the end of the year, I'll double the amount of stuff I usually hand out. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, well, what's the hold-up?

Friday, April 15, 2016

For A Change of Pace, Give Your Pathfinder PC Some Monster Feats

Anyone who's played Pathfinder knows that feats are often the key to an effective character build. Whether you want to smash through an enemy's spell resistance, cut foes in half with a single swing of your sword, or bullseye someone the wrong way through an arrow slit, feats are one of the biggest investments you're going to make.

Which is why it's so funny most players completely ignore the monster feats in the Bestiary.

The what feats, now?
If you've never been behind the screen, in the back of the Bestiary, there's a list of monster feats. These are feats that are typically available only to monsters; things like Awesome Blow, or Snatch which can give creatures the advantage in a fight. However, if you look at this list of monster feats, you'll notice something unique. Put simply, it isn't too hard for PCs to meet the prerequisites for a lot of these feats.

Who Needs Monster Feats?


Adventurers are a diverse lot, and some parties are made up entirely of characters who would be called monsters in most civilized places. The answer to the question, though, is that monster feats are often overlooked tools that can help you accomplish what you're trying to do with a little extra zing.

For example, say you were playing a half-orc with a bite attack (either through the Toothy trait, or by taking the feat Razortusk). You like being able to bite people, but you want more. So you decide to take the monster feat Improved Natural Attack to up your bite damage from 1d4 to 1d6. That's more like it. Then you decide to play a druid, and you take the feat Aspect of the Beast, which gives you 2 claw attacks. Now you have a 1d6 bite, and 2 claws that each do 1d4. But you want to beef them up, too, so you take Improved Natural Attack a second time, so all of them now do 1d6 damage. Now, if you want to fight with both weapons and natural attacks (something I covered in Natural Attacks Can Turn Your Pathfinder Character Into A Monster), you simply take Multiattack so that the penalty to your natural attacks is -2 instead of -5 per attack.

You now have an angry, orcish thresher. And we haven't even started statting out her bear.

Not pictured: The remains of the last encounter this smiling creature wiped.
But are monster feats good for more than just natural attacks? Well, what if your character gains a fly speed? Whether you have it as a racial benefit like a Wyveran, or you get it through a feat like the Bloodmarked Skinwalkers can, feats like Hover or Flyby Attack are great tricks to have up your sleeve if you want to keep the advantage against ground-borne targets. If you've ever said to yourself, "I want to build golems!" then you need to take the Craft Construct feat off the monster feats list.

It's not a small list, either, which is why I'd recommend giving it a long, hard look to see what tasty treats catch your eye, and open up entirely new concepts to you.

Some of My Favorite Monster Feats


I love the monster feats list, especially because it helps me create unique, unusual concepts. Some of my favorites off the list include:

- Scent of Fear: You automatically know the location of enemies within 30 feet of you, you gain bonuses to attacking creatures with a fear condition, and you gain a +2 on Will saves as long as someone shaken is nearby. Excellent feat for all those Intimidation lovers who have the Scent ability (Keen Scent feat will give it to a half-orc... just saying).
- Sow Terror: Anytime you win an opposed Stealth check by 5 or more, you can make subtle creakings and scratchings that worry away in someone's mind. If they fail a Will save, they're shaken for 1d4 rounds.
- Storm Soul: You gain immunity to electricity. This feat requires that you be considered a cloud or storm giant, both of which are humanoid races, and thus you could gain their subtype for prerequisites and effects with the feat Racial Heritage.
- Multiweapon Fighting: This is the feat that replaces two weapon fighting when you have more than two arms.

There are, of course, so many more monster feats that can supercharge a concept. Especially if your DM is allowing you a goblin, a tiefling, or other traditionally monstrous races like bugbears, hobgoblins, and even gnolls. There are no guarantees, but it can't hurt to look at some of those tools that occasionally slide to the back of your box, forgotten, but no less useful.

As always, thanks for stopping in to check out this week's Crunch Section update. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page to become a patron today? All it takes to keep the content you love coming is $1 a month. Also, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter so you never miss an update?