Showing posts with label sexuality. Show all posts
Showing posts with label sexuality. Show all posts

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.

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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!